The model's sharpest prediction, tested with its control. The draw log
says that on the developer splash the _eff glows are drawn on frames
94-115 and the logos on 116-211, so at the moment the reference capture
was taken EVERY glow is already finished -- including the two that have
plateaus and which rest_plateau therefore renders visible. Suppressing
them should help on the splashes and hurt where a screen genuinely
settles.
publisher splash +0.9604 -> +0.9982 +0.0377
developer splash +0.9659 -> +0.9980 +0.0321
title (control) +0.9500 -> +0.9480 -0.0020
main menu(control) +0.9460 -> +0.8544 -0.0916
EXTRAS (control) +0.9440 -> +0.8370 -0.1070
Both splashes jump to about 0.998; all three persistent screens get
worse. The control is what makes this a finding rather than a
coincidence: the same edit helps exactly where the model says it should
and hurts exactly where it says it should not.
So rest_plateau is not over-drawing in general -- it over-draws on
TRANSIENT screens. A plateau mid-animation means the element is held at
that point in the timeline, not that it is on screen once the screen has
settled. Where a screen settles, the held pose IS the settled pose and
the rule is measurably right.
And that answers the question left open several iterations ago -- what
"rest" means for a transient element. It does not mean anything: the
splashes never rest. A static composite of them can match a chosen frame,
and about 0.998 is what these captures' frame is worth, but the format
does not answer a question the screen never poses.
For the port: play the timeline for the two splashes, which the settled
keyframe timing now supports, and composite statically for title, main
menu and EXTRAS.
METHOD: an edit that improves one set of cases is only interesting once
you have shown it damages the cases where it should.