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:
Sylpheed port agent
2026-09-01 18:32:48 +00:00
parent a764421b13
commit ba3f490c67
4 changed files with 197 additions and 5 deletions

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@@ -123,8 +123,17 @@ hitches**, which draws the splash's 45-unit build-in at **1217 distinct alpha
instead of 45** and the companion glow's 15-unit rise at **four to six instead
of fifteen**.
🔴 **DOWNGRADED the next iteration by a matched control, and the downgrade is
mine.** An empty scene in the same container runs at **161.6 fps**, and matched
**DEAD as of 2026-09-01, tested on hardware.** The human activated a GPU in
both containers; Godot takes it with no change on our side (NVIDIA GTX 1070 Ti,
Vulkan, Forward+) and the port goes from 9.725 fps to **59.669.4 fps**, every
screen at or above 60. 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. **Every candidate for finding 4 is now dead, and the port has nothing
left that is known to be wrong about the splashes.** The next play-test is the
highest-value thing on this focus.
🔴 **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
textured controls give **23.9 fps for three full-screen quads and 11.2 for
seven** — every port screen lands inside that bracket in the order its quad count
predicts (`main_menu`'s 9.7 against `tex7`'s 11.2). So the rate is software

95
docs/port/p7-gate.md Normal file
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@@ -0,0 +1,95 @@
# P7 — the new-game intro plays and returns to a defined state ✅
**Status:****gate met, with an artifact.** Run 2026-09-01 by the Port at
`4be90c2` + this commit; HANDOFF on this branch answers `9ca1eb5`.
`PORT-MISSION.md` P7: *"New-game intro video after NEW GAME | Plays, then returns
to a defined state."*
The path had been **wired** for some time — `authored/flow.json` gives `ptbtn01`
a `then_video: "S00A"`, a `skipped_chain`, and `after_video: {goto: "title"}`,
and `S00A.ogv` is in the export. **Nobody had run it.** A milestone is done when
its artifact exists, not when the wiring reads correctly, and this file is the
difference.
## Pre-registered (R2)
> `--menu --script=accept` with focus on `NEW GAME` announces the skipped
> `DIFFICULTY, SELECT DATA` chain, plays `S00A`, and returns to `title`.
> Unskipped, `S00A` is 93.78 s of media, so it should end **on its own** at
> ≈94 s and hand off.
## What happened
```
menu on main_menu, focus ptbtn01
script[1] accept at 1.00 s
(NEW GAME) -> the real chain is DIFFICULTY -> SELECT DATA, then the movie.
Neither screen is in this export.
-> video S00A at 0.97 s (/work/export/video/S00A.ogv)
+ voice S00A
video ended at 94.13 s
-> title (authored: authored)
(after the movie) -> title
overlay press_start raised, settles at t=236
script complete after 96.83 s on title
```
**94.13 s against 93.78 s of declared media — +0.35 s, 0.4 %.** It ends on its
own, at the right time, and hands off. Both predictions held.
Artifacts: `s_00_start.png` (main menu, `NEW GAME` focused) and `s_01_accept.png`
(the title with the plate up) — written to the scratchpad by `--shots`, not
committed, because they are frames of the user's own disc.
## It genuinely decodes — checked, because "ends at the right time" does not prove it
A player that consumed 94 s of *time* while showing one frame would also "end at
94 s". So the frame counts, at two window lengths:
| window | frames shown | of 2813 |
|---|---|---|
| 2.03 s | 45 | 2 % |
| 18.91 s | **244** | 9 % |
Frames scale with the window — it is decoding, not stalled. **Sub-linearly
though**, 22.2 fps early against 12.9 fps over the longer window, and that is
the same software fill ceiling documented in
[`port-frame-rate.md`](port-frame-rate.md); these two runs predate the GPU.
⚠️ **The counts are upper bounds and the port says so itself** — the log reads
*"at most 244 of 2813 frame(s) shown"*. It cannot see inside `VideoStreamPlayer`,
so it reports what it can bound rather than a number it cannot support.
## A free corroboration of the fill-rate finding
The unskipped run reports `main_menu: 5677 frames in 94.13 s — **60.3 fps**`.
The screen never changes during a movie, so the rate line attributes the whole
playback to it.
**The same process, in the same container, on the same screen: 60.3 fps while a
full-screen video texture is on top, and 9.7 fps while drawing the menu's five
additive full-screen quads.** That is the fill-rate conclusion arriving from a
direction it was not designed for — one large textured quad is cheap, five
additive ones are not — and it cost nothing to obtain.
## Two things this run surfaced that are not P7
* 🔴 **`4 ObjectDB instances were leaked at exit`.** Godot's own warning, on
every run of this path. Small and at shutdown, so it costs a player nothing,
but it is a real signal that something in the video/overlay teardown is not
freed. **Not chased, recorded.**
* 🟡 **The menu bed keeps playing under the movie.** The port prints this itself
and it is already an open ask — *does the menu music duck?* — in
`BLOCKED.md`. Left audible on purpose rather than guessed at.
## What this does not claim
* That the skipped chain is right. `DIFFICULTY` and `SELECT DATA` live in
archives this milestone does not export; the port **announces the skip** rather
than pretending the sequence is complete, which is the honest half of a gate it
cannot fully reach.
* That `after_video: title` is what the game does. It is **authored**, and its
`why` says so: the game goes into Mission 1, and gameplay is out of scope
(`PORT-MISSION` §7). "Returns to a defined state" is the gate; `title` is the
state we defined.

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@@ -1,8 +1,8 @@
# The port never reported its own frame rate — it does now, and it is 1325 fps here
**Status:****instrument added and measured.** 🔴 **The candidate it raised for
play-test finding 4 is now DOWNGRADED to probably-dead by a matched control —
see the last section. The port's draw path has no case to answer.** Written 2026-09-01 by the Port at
**Status:****instrument added and measured.** **The candidate it raised for
play-test finding 4 is DEAD — tested on real hardware, not argued away. See the
final section.** The port's draw path never had a case to answer. Written 2026-09-01 by the Port at
`977965e`; HANDOFF on this branch answers `9ca1eb5`.
## The gap this closes
@@ -222,3 +222,69 @@ prints on every boot. If their next run says 60 fps, this is finished.
iteration.
* No `max_fps` or vsync change. It would not raise the rate here, and it is a
presentation decision rather than a defect.
---
# ❌ Settled on hardware: 6069 fps, and the candidate is dead
The human activated a **hardware GPU** in both containers on 2026-09-01, which
made the one open half of this page directly testable. Godot picks it up with no
change on our side:
```
Vulkan 1.4.312 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce GTX 1070 Ti
```
## Pre-registered (R2)
> Five to seven full-screen textured quads at 720p is trivial for that card. I
> expect the port well above 60 fps on every screen, and the splash fade to get
> its full 45 steps.
| screen | llvmpipe (before) | **GPU (after)** | worst gap |
|---|---|---|---|
| `publisher_logo` | 17.325.0 | **69.4** | 83 ms |
| `developer_logos` | 16.722.8 | **69.1** | 15 ms |
| `title` | 12.717.2 | **61.1** | 67 ms |
| **`main_menu`** | **9.7** | **59.6** | 117 ms |
**A 36× jump, and every screen is now at or above 60 fps.** The prediction held.
## What that does to the fade
| animation | declared | steps drawn at 69 fps |
|---|---|---|
| splash build-in, 45 units = 0.750 s | 45 alphas | **52** |
| companion glow's rise, 15 units = 0.250 s | 15 alphas | **17** |
**More frames than declared units, so every declared alpha is drawn.** The
quantisation this page raised does not exist on this hardware — not reduced,
*absent*.
## ❌ So the candidate is dead, and it died the right way
It was raised as a mechanism, downgraded by a matched control, and is now closed
by a direct measurement on the hardware in question. **Every candidate for
play-test finding 4 is now dead**: the keyframes are vindicated against the
vertex stream, the pre-blurred companion quads are drawn, the blend space
matches, the settled pose scores 0.01 % against the capture, there is no
post-process pass, and the frame rate draws every declared step.
🔴 **The port has nothing left that is known to be wrong about the splashes, and
that is a statement about our knowledge rather than about the port.** The human
saw something. Nothing we can measure reproduces it.
**The next play-test is now the highest-value thing available on this focus**,
and it is cheap: the rate line prints on every boot, so it will say 60-something
rather than 10-something, and whatever remains will be visible against a port
that is no longer coarse.
## The one figure that 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 6×. A hitch that survives a 6× fill
speed-up is not fill. It is most likely first-frame cost (texture upload, shader
compilation) and it sits at the start of the screen, but that is **stated as
untested**: nobody has separated it from load. It is small, it is once per
screen, and it is recorded rather than chased.

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@@ -36,6 +36,28 @@ step() { # name, expectation, command...
esac
}
# 🔴 THE DISPLAY CAN BE GONE, AND EVERY GODOT STEP THEN FAILS FOR ONE REASON.
#
# Xvfb does not survive a container restart, and its socket does: /tmp/.X11-unix
# keeps `X97` after the server is gone, so Godot reports
#
# ERROR: X11 Display is not available
#
# rather than "no such display", falls back to Wayland, fails that too, and
# exits non-zero. Every Godot-backed step below would then report red, and all of
# it would mean one thing -- there is no display -- which is exactly the wall of
# meaningless failures a check suite exists to avoid. Cost one run on 2026-09-01
# before it was noticed.
#
# Checked with `xdpyinfo` rather than by looking for the socket, because the
# stale socket is what makes the failure confusing in the first place.
if ! DISPLAY="$DISPLAY" timeout 10 xdpyinfo >/dev/null 2>&1; then
echo "🔴 no X display on $DISPLAY -- every Godot step below would fail for that one reason."
echo " Xvfb does not survive a container restart and leaves its socket behind. Start it with:"
echo " rm -f /tmp/.X11-unix/X\${DISPLAY#:} ; Xvfb $DISPLAY -screen 0 1280x720x24 -nolisten tcp &"
exit 3
fi
# 🔴 GODOT'S SCRIPT CLASS LIST IS A BUILD CACHE, AND IT IS GITIGNORED.
#
# `port/.godot/global_script_class_cache.cfg` is what resolves a `class_name`,