The Port asks whether the blend is evaluated on sRGB-encoded values or linearised and re-encoded. It is answered by one register field I already log, and the answer is the same on every draw of two full captures. RB_COLOR_INFO.color_format is k_8_8_8_8 (0) on 2402/2402 splash draws and 33779/33791 draws of the boot-through-title capture; the other 12 are k_32_FLOAT and k_16_16_FLOAT and are not colour passes. k_8_8_8_8_GAMMA (1) appears ZERO times, and color_exp_bias is 0 everywhere so nothing stands in for a gamma either. The mechanism is Canary's own source, not our inference: k_8_8_8_8_GAMMA is the ONLY colour format around which a piecewise-linear gamma<->linear conversion is applied (spirv_shader_translator.h:510 PWLGammaToLinear / LinearToPWLGamma, render_target_cache.h:720, dxbc_shader_translator_om.cc). With k_8_8_8_8 there is none, so the blender operates on the stored values as they are. So a renderer that linearises before blending and re-encodes after is doing a different operation -- and the difference is gamma-shaped and exactly zero on unblended pixels, which is the divergence signature the port reports. Also renamed my units-per-second pre-registration off the 'h4' prefix: the Port's BLOCKED.md numbers this blend-space question H4 and two different H4s in one corpus is how a citation goes wrong.
4.2 KiB
Units per SECOND: is the animation clock frame-counted or time-integrated?
Pre-registration. Written 2026-09-01 BEFORE the capture was taken, per
../agents/TEMPORAL-VERIFICATION.md.
Committed first so the prediction cannot be edited afterwards.
The question, and why the last answer did not close it
h3-units-per-frame-measured.md pinned 2
declared units per guest frame. The port needs units per second, and
units/s = (units/frame) × (frames/s). That is only a valid decomposition if the
game's animation clock counts frames. If it integrates elapsed time, then
units/second is the invariant, units/frame is an artefact of whatever rate the
host managed, and multiplying by an assumed 30 fps is meaningless.
There is already evidence it is time-integrated, and it is the anomaly the last
page had to quote as a caveat: across the empty label 5376 the plate's alpha
moved +82 where three adjacent labels each moved +23. 82 / 23 = 3.57 —
not an integer number of ticks. A fixed per-frame increment cannot produce a
fractional multiple of itself. That is suggestive and it is one observation.
The instrument, and why it is not a wall clock
The draw logger now stamps every frame boundary with
Clock::QueryGuestTickCount() and Clock::guest_tick_frequency() — the timebase
the guest reads, 50 MHz (emulator.cc:225), with guest_time_scalar_ = 1.0
(clock.cc:37, unchanged by any flag this harness passes). A duration computed
from those is the duration the game experienced, which is the only one its own
integrator could have used. No host wall clock enters the calculation.
⟨canary-source⟩ for the scalar and the frequency; ⟨capture⟩ for everything measured with them.
The discriminator — within one run, no second capture needed
For every consecutive pair of frame labels on ptbtn00's ramp, compute the
label's guest duration and the alpha step across it. Then:
| if the clock is | Δα vs guest duration | what it means |
|---|---|---|
| frame-counted | flat — Δα ≈ 23 whatever the frame took | units/frame is the invariant; the port multiplies by an assumed fps |
| time-integrated | proportional, through the origin | units/second is the invariant; units/frame is not a property of the game at all |
The slope of that line, if it is one, is the answer: slope × 22 / 255 =
units per guest second.
Frame durations under this emulator vary by a factor of several — the previous capture's labels ran from nominal to 3.5× nominal — so the regressor has real dynamic range and this is not a null test.
The predictions, stated before the run
- The clock is time-integrated. Δα correlates with guest frame duration, r > 0.9.
- The rate is 60 units per guest second. I accept 55–65. This is not independent: it is what the previous capture's run-average implies (27.2 labels/s × 2.0–2.25 units/label ≈ 54–61), so it is a consistency prediction, not a blind one, and I say so. What is new is that this measurement is per-label rather than a run average, in guest time rather than host time, and carries a shape test the average cannot.
- 120 units/s and 30 units/s are both excluded if 1 and 2 hold.
If prediction 1 fails — Δα flat against duration — then the clock is
frame-counted, units/s genuinely depends on the console's frame rate, and the
+82 anomaly needs another explanation. That outcome is reportable and I will
report it.
The control that removes the test's own subject
The plate's ramp is short. The same regression is run independently on
ptcopyright's ramp in the same capture — a different element, a different
declared segment, a different part of the screen. Two elements must give the
same units/second under the time-integrated model and need not under any
other. Disagreement between them fails the test regardless of either slope.
What this still will not answer
The console's frame rate. Even a confirmed 60 units/s says nothing about whether the retail game ran at 30 or 60 fps; it says the port should not need to know, because it should drive its clock in seconds and not in frames.