re(ui): a static composite is only meaningful for a screen that settles
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.
This commit is contained in:
@@ -25,7 +25,15 @@ fn main() {
|
||||
let bytes = ar.read(&entries[idx]).expect("read");
|
||||
let Some(build) = ui_layout::parse_build(&bytes) else { continue };
|
||||
// plateau-less = rest() had to guess: no two adjacent keyframes share a pose
|
||||
// Default: suppress plateau-less elements. With SUPPRESS_SUBSTR set,
|
||||
// suppress every element whose NAME contains it instead — used to test
|
||||
// the entry→hold→exit model's prediction that the splash glows are all
|
||||
// finished by the moment the logos are up.
|
||||
let by_name = std::env::var("SUPPRESS_SUBSTR").ok();
|
||||
let mask: Vec<bool> = build.elements.iter().map(|e| {
|
||||
if let Some(sub) = &by_name {
|
||||
return !e.name.to_lowercase().contains(sub.as_str());
|
||||
}
|
||||
let k = &e.keyframes;
|
||||
(0..k.len().saturating_sub(1)).any(|i| {
|
||||
k[i].fade == k[i+1].fade && k[i].scale_x == k[i+1].scale_x
|
||||
|
||||
Reference in New Issue
Block a user