port: P7's gate has an artifact, and the GPU kills my finding-4 candidate outright
Three things this iteration, and the middle one is the human's doing. P7 -- GATE MET, with an artifact. The path had been wired for some time (then_video S00A, skipped_chain, after_video -> title, and S00A.ogv in the export) and NOBODY HAD RUN IT. A milestone is done when its artifact exists, not when the wiring reads correctly. Pre-registered: unskipped, S00A is 93.78 s of media, so it should end on its own at ~94 s and hand off to title. Measured: video ended at 94.13 s -- +0.35 s, 0.4 % -- then -> title, plate raised, script complete at 96.83 s. Both predictions held. docs/port/p7-gate.md. And it genuinely decodes, checked because "ends at the right time" does not prove it: 45 frames in a 2.03 s window, 244 in an 18.91 s one. Scales with the window, sub-linearly, at the software fill ceiling -- those two runs predate the GPU. The counts are upper bounds and the port says so itself. Free corroboration of the fill-rate finding, from a direction it was not designed for: the unskipped run reports main_menu at 60.3 fps for 94 s, because the screen never changes during a movie. Same process, same container, same screen: 60.3 fps with one full-screen video texture on top, 9.7 fps drawing the menu's five additive full-screen quads. ❌ THE FINDING-4 FRAME-RATE CANDIDATE IS DEAD, tested rather than argued away. The human activated a hardware GPU in both containers; Godot takes it with no change on our side (NVIDIA GTX 1070 Ti, Vulkan 1.4.312, Forward+): publisher_logo 17.3-25.0 -> 69.4 fps developer_logos 16.7-22.8 -> 69.1 title 12.7-17.2 -> 61.1 main_menu 9.7 -> 59.6 Pre-registered that 5-7 full-screen textured quads at 720p is trivial for that card and the fade would get its full 45 steps. At 69 fps the 45-unit build-in gets 52 drawn steps and the companion glow's 15-unit rise gets 17 -- MORE frames than declared units, so every declared alpha is drawn and the quantisation is absent rather than reduced. So every candidate for finding 4 is now dead: keyframes vindicated against the vertex stream, companion quads drawn, blend space matching, settled pose at 0.01 %, no post-process pass, and the frame rate drawing every declared step. The port has nothing left that is KNOWN to be wrong about the splashes -- which is a statement about our knowledge, not about the port. The human saw something and nothing we can measure reproduces it. The next play-test is now the highest-value thing on this focus, and the rate line will say 60-something. One figure did not improve: main_menu's worst gap is 117 ms on the GPU against 150 ms on llvmpipe, essentially unchanged while the mean improved 6x. A hitch that survives a 6x fill speed-up is not fill. Likely first-frame cost, STATED AS UNTESTED, recorded rather than chased. check-all now asserts the display before any Godot step. Xvfb does not survive a container restart and LEAVES ITS SOCKET BEHIND, so Godot reports "X11 Display is not available", falls back to Wayland, fails that too, and exits non-zero -- and every Godot-backed step would have gone red for that one reason. Cost me one run before I noticed. Checked with xdpyinfo rather than by looking for the socket, because the stale socket is what makes it confusing. Also recorded from the P7 run, neither chased: Godot reports 4 leaked ObjectDB instances at exit on that path, and the menu bed keeps playing under the movie (already an open ask -- does the menu music duck?). Not settled: the 117 ms menu hitch; H6's +0x04 exposure; H1 (with the Decoder); the four red verify-screen rows; and what the human actually saw. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
This commit is contained in:
@@ -123,8 +123,17 @@ hitches**, which draws the splash's 45-unit build-in at **12–17 distinct alpha
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instead of 45** and the companion glow's 15-unit rise at **four to six instead
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of fifteen**.
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🔴 **DOWNGRADED the next iteration by a matched control, and the downgrade is
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mine.** An empty scene in the same container runs at **161.6 fps**, and matched
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❌ **DEAD as of 2026-09-01, tested on hardware.** The human activated a GPU in
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both containers; Godot takes it with no change on our side (NVIDIA GTX 1070 Ti,
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Vulkan, Forward+) and the port goes from 9.7–25 fps to **59.6–69.4 fps**, every
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screen at or above 60. At 69 fps the 45-unit build-in gets **52** drawn steps and
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the companion glow's 15-unit rise gets **17** — more frames than declared units,
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so **every declared alpha is drawn** and the quantisation is absent rather than
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reduced. **Every candidate for finding 4 is now dead, and the port has nothing
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left that is known to be wrong about the splashes.** The next play-test is the
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highest-value thing on this focus.
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🔴 **Downgraded first by a matched control, and that downgrade was mine.** An empty scene in the same container runs at **161.6 fps**, and matched
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textured controls give **23.9 fps for three full-screen quads and 11.2 for
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seven** — every port screen lands inside that bracket in the order its quad count
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predicts (`main_menu`'s 9.7 against `tex7`'s 11.2). So the rate is software
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95
docs/port/p7-gate.md
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95
docs/port/p7-gate.md
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@@ -0,0 +1,95 @@
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# P7 — the new-game intro plays and returns to a defined state ✅
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**Status:** ✅ **gate met, with an artifact.** Run 2026-09-01 by the Port at
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`4be90c2` + this commit; HANDOFF on this branch answers `9ca1eb5`.
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`PORT-MISSION.md` P7: *"New-game intro video after NEW GAME | Plays, then returns
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to a defined state."*
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The path had been **wired** for some time — `authored/flow.json` gives `ptbtn01`
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a `then_video: "S00A"`, a `skipped_chain`, and `after_video: {goto: "title"}`,
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and `S00A.ogv` is in the export. **Nobody had run it.** A milestone is done when
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its artifact exists, not when the wiring reads correctly, and this file is the
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difference.
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## Pre-registered (R2)
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> `--menu --script=accept` with focus on `NEW GAME` announces the skipped
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> `DIFFICULTY, SELECT DATA` chain, plays `S00A`, and returns to `title`.
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> Unskipped, `S00A` is 93.78 s of media, so it should end **on its own** at
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> ≈94 s and hand off.
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## What happened
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```
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menu on main_menu, focus ptbtn01
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script[1] accept at 1.00 s
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(NEW GAME) -> the real chain is DIFFICULTY -> SELECT DATA, then the movie.
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Neither screen is in this export.
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-> video S00A at 0.97 s (/work/export/video/S00A.ogv)
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+ voice S00A
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video ended at 94.13 s
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-> title (authored: authored)
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(after the movie) -> title
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overlay press_start raised, settles at t=236
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script complete after 96.83 s on title
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```
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**94.13 s against 93.78 s of declared media — +0.35 s, 0.4 %.** It ends on its
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own, at the right time, and hands off. Both predictions held.
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Artifacts: `s_00_start.png` (main menu, `NEW GAME` focused) and `s_01_accept.png`
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(the title with the plate up) — written to the scratchpad by `--shots`, not
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committed, because they are frames of the user's own disc.
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## It genuinely decodes — checked, because "ends at the right time" does not prove it
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A player that consumed 94 s of *time* while showing one frame would also "end at
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94 s". So the frame counts, at two window lengths:
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| window | frames shown | of 2813 |
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|---|---|---|
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| 2.03 s | 45 | 2 % |
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| 18.91 s | **244** | 9 % |
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Frames scale with the window — it is decoding, not stalled. **Sub-linearly
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though**, 22.2 fps early against 12.9 fps over the longer window, and that is
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the same software fill ceiling documented in
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[`port-frame-rate.md`](port-frame-rate.md); these two runs predate the GPU.
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⚠️ **The counts are upper bounds and the port says so itself** — the log reads
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*"at most 244 of 2813 frame(s) shown"*. It cannot see inside `VideoStreamPlayer`,
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so it reports what it can bound rather than a number it cannot support.
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## A free corroboration of the fill-rate finding
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The unskipped run reports `main_menu: 5677 frames in 94.13 s — **60.3 fps**`.
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The screen never changes during a movie, so the rate line attributes the whole
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playback to it.
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**The same process, in the same container, on the same screen: 60.3 fps while a
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full-screen video texture is on top, and 9.7 fps while drawing the menu's five
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additive full-screen quads.** That is the fill-rate conclusion arriving from a
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direction it was not designed for — one large textured quad is cheap, five
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additive ones are not — and it cost nothing to obtain.
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## Two things this run surfaced that are not P7
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* 🔴 **`4 ObjectDB instances were leaked at exit`.** Godot's own warning, on
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every run of this path. Small and at shutdown, so it costs a player nothing,
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but it is a real signal that something in the video/overlay teardown is not
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freed. **Not chased, recorded.**
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* 🟡 **The menu bed keeps playing under the movie.** The port prints this itself
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and it is already an open ask — *does the menu music duck?* — in
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`BLOCKED.md`. Left audible on purpose rather than guessed at.
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## What this does not claim
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* That the skipped chain is right. `DIFFICULTY` and `SELECT DATA` live in
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archives this milestone does not export; the port **announces the skip** rather
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than pretending the sequence is complete, which is the honest half of a gate it
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cannot fully reach.
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* That `after_video: title` is what the game does. It is **authored**, and its
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`why` says so: the game goes into Mission 1, and gameplay is out of scope
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(`PORT-MISSION` §7). "Returns to a defined state" is the gate; `title` is the
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state we defined.
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@@ -1,8 +1,8 @@
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# The port never reported its own frame rate — it does now, and it is 13–25 fps here
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**Status:** ✅ **instrument added and measured.** 🔴 **The candidate it raised for
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play-test finding 4 is now DOWNGRADED to probably-dead by a matched control —
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see the last section. The port's draw path has no case to answer.** Written 2026-09-01 by the Port at
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**Status:** ✅ **instrument added and measured.** ❌ **The candidate it raised for
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play-test finding 4 is DEAD — tested on real hardware, not argued away. See the
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final section.** The port's draw path never had a case to answer. Written 2026-09-01 by the Port at
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`977965e`; HANDOFF on this branch answers `9ca1eb5`.
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## The gap this closes
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@@ -222,3 +222,69 @@ prints on every boot. If their next run says 60 fps, this is finished.
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iteration.
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* No `max_fps` or vsync change. It would not raise the rate here, and it is a
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presentation decision rather than a defect.
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---
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# ❌ Settled on hardware: 60–69 fps, and the candidate is dead
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The human activated a **hardware GPU** in both containers on 2026-09-01, which
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made the one open half of this page directly testable. Godot picks it up with no
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change on our side:
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```
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Vulkan 1.4.312 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce GTX 1070 Ti
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```
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## Pre-registered (R2)
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> Five to seven full-screen textured quads at 720p is trivial for that card. I
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> expect the port well above 60 fps on every screen, and the splash fade to get
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> its full 45 steps.
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| screen | llvmpipe (before) | **GPU (after)** | worst gap |
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|---|---|---|---|
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| `publisher_logo` | 17.3–25.0 | **69.4** | 83 ms |
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| `developer_logos` | 16.7–22.8 | **69.1** | 15 ms |
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| `title` | 12.7–17.2 | **61.1** | 67 ms |
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| **`main_menu`** | **9.7** | **59.6** | 117 ms |
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**A 3–6× jump, and every screen is now at or above 60 fps.** The prediction held.
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## What that does to the fade
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| animation | declared | steps drawn at 69 fps |
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|---|---|---|
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| splash build-in, 45 units = 0.750 s | 45 alphas | **52** |
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| companion glow's rise, 15 units = 0.250 s | 15 alphas | **17** |
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**More frames than declared units, so every declared alpha is drawn.** The
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quantisation this page raised does not exist on this hardware — not reduced,
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*absent*.
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## ❌ So the candidate is dead, and it died the right way
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It was raised as a mechanism, downgraded by a matched control, and is now closed
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by a direct measurement on the hardware in question. **Every candidate for
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play-test finding 4 is now dead**: the keyframes are vindicated against the
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vertex stream, the pre-blurred companion quads are drawn, the blend space
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matches, the settled pose scores 0.01 % against the capture, there is no
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post-process pass, and the frame rate draws every declared step.
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🔴 **The port has nothing left that is known to be wrong about the splashes, and
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that is a statement about our knowledge rather than about the port.** The human
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saw something. Nothing we can measure reproduces it.
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**The next play-test is now the highest-value thing available on this focus**,
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and it is cheap: the rate line prints on every boot, so it will say 60-something
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rather than 10-something, and whatever remains will be visible against a port
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that is no longer coarse.
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## The one figure that did not improve
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`main_menu`'s **worst gap is 117 ms** on the GPU against 150 ms on llvmpipe —
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essentially unchanged while the mean improved 6×. A hitch that survives a 6× fill
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speed-up is not fill. It is most likely first-frame cost (texture upload, shader
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compilation) and it sits at the start of the screen, but that is **stated as
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untested**: nobody has separated it from load. It is small, it is once per
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screen, and it is recorded rather than chased.
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@@ -36,6 +36,28 @@ step() { # name, expectation, command...
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esac
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}
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# 🔴 THE DISPLAY CAN BE GONE, AND EVERY GODOT STEP THEN FAILS FOR ONE REASON.
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#
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# Xvfb does not survive a container restart, and its socket does: /tmp/.X11-unix
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# keeps `X97` after the server is gone, so Godot reports
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#
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# ERROR: X11 Display is not available
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#
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# rather than "no such display", falls back to Wayland, fails that too, and
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# exits non-zero. Every Godot-backed step below would then report red, and all of
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# it would mean one thing -- there is no display -- which is exactly the wall of
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# meaningless failures a check suite exists to avoid. Cost one run on 2026-09-01
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# before it was noticed.
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#
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# Checked with `xdpyinfo` rather than by looking for the socket, because the
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# stale socket is what makes the failure confusing in the first place.
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if ! DISPLAY="$DISPLAY" timeout 10 xdpyinfo >/dev/null 2>&1; then
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echo "🔴 no X display on $DISPLAY -- every Godot step below would fail for that one reason."
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echo " Xvfb does not survive a container restart and leaves its socket behind. Start it with:"
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echo " rm -f /tmp/.X11-unix/X\${DISPLAY#:} ; Xvfb $DISPLAY -screen 0 1280x720x24 -nolisten tcp &"
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exit 3
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fi
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# 🔴 GODOT'S SCRIPT CLASS LIST IS A BUILD CACHE, AND IT IS GITIGNORED.
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#
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# `port/.godot/global_script_class_cache.cfg` is what resolves a `class_name`,
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