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.
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@@ -328,6 +328,21 @@ authored version can be deleted.
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⚠️ Reach: static composites at rest against single frames — this says nothing
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about animation.
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* ✅ **A static composite is only meaningful for a screen that SETTLES — the two
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splashes are animations.** Measured with its control: suppressing the `_eff`
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glows takes the **publisher splash 0.9604 → 0.9982** and the **developer splash
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0.9659 → 0.9980**, while the same edit makes the title −0.002, the main menu
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**−0.092** and `EXTRAS` **−0.107** worse. The draw log says why — on the
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developer splash the glows draw on frames 94–115 and the logos on 116–211, so
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at the captured moment every glow is already finished, including the two with
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plateaus that `rest_plateau` renders visible.
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So `rest_plateau` is right where a screen settles and over-draws where it does
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not. **There is no "resting pose" for the splashes** — they play through and
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leave, and a static composite of them is a picture of one arbitrary frame
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(≈0.998 for the frame these captures hold). **Play the timeline for the two
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splashes; composite statically for title / main menu / `EXTRAS`.**
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[`structures/ui-resting-pose.md`](../re/structures/ui-resting-pose.md)
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* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is
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✅ correct for a vertical menu and is **not** a decoded neighbour graph — the
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disc's real navigation structure is unknown, and `opt ` is *not* a focus link
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@@ -787,3 +787,11 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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completion* while the screen is still up. The exit is the dismissal, so a
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displayed screen never reaches its last keyframe. Both claims survive; what was
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wrong was the step between them that I supplied.
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* **The control is what turns a helpful edit into a finding.** Suppressing the
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`_eff` glows raised both splashes from ≈0.96 to ≈0.998 — on its own that reads
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as "we over-draw glows". Running the same edit on the three screens that settle
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made them **worse** (−0.002, −0.092, −0.107), which is what makes the result
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mean something specific: the over-draw is confined to transient screens, where
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a plateau mid-animation is not evidence the element is on screen at rest. An
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edit that improves one set of cases is only interesting once you have shown it
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damages the cases where it should.
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@@ -555,3 +555,11 @@ neighbourhood, not just the line.
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group is entry → hold → exit and the exit is the screen's *dismissal*: a
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displayed screen sits at the hold, not at its final pose.
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[`ui-resting-pose.md`](structures/ui-resting-pose.md)
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* "`rest_plateau` renders elements the game has already finished with" (as a
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general claim) → **narrowed by its control.** It holds on **transient** screens
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only: suppressing the finished glows takes the two splashes from 0.9604/0.9659
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to **0.9982/0.9980**, while the same edit costs the title 0.002, the main menu
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**0.092** and `EXTRAS` **0.107**. A plateau mid-animation is evidence the
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element is held at that point in the timeline, not that it is on screen once the
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screen has settled — and where a screen does settle, the rule is right.
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[`ui-resting-pose.md`](structures/ui-resting-pose.md)
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@@ -603,3 +603,50 @@ for 12.
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plateau-less element's animation has finished by the time the screen is settled.
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The draw log establishes this for the two splash glows (drawn on frames 94–115,
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with the logos on 116–211) and nothing establishes it for the rest.
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---
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## ✅ A static "rest" composite is only meaningful for a screen that SETTLES
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**2026-08-29.** The model's sharpest prediction, tested with its control.
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The draw log says that on the developer splash the `_eff` glows are drawn on
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frames **94–115** and the logos on **116–211** — so at the moment the reference
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capture was taken, *every* glow is already finished, including the two that have
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plateaus and which `rest_plateau` therefore renders visible. Suppressing them
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should improve the match. Suppressing them on a screen that genuinely settles
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should make it worse.
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| screen | as-is | `eff` elements suppressed | Δ |
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|---|---|---|---|
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| **publisher splash** | +0.9604 | **+0.9982** | **+0.0377** |
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| **developer splash** | +0.9659 | **+0.9980** | **+0.0321** |
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| title *(control)* | +0.9500 | +0.9480 | −0.0020 |
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| main menu *(control)* | +0.9460 | +0.8544 | **−0.0916** |
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| `EXTRAS` *(control)* | +0.9440 | +0.8370 | **−0.1070** |
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Both splashes jump to **≈0.998**; all three persistent screens get worse. The
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control is what makes this a finding rather than a coincidence — the same edit
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helps on exactly the screens the model says it should and hurts on exactly the
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ones it says it should not.
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### What this settles
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**`rest_plateau` is not over-drawing in general — it over-draws on transient
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screens.** A plateau in the middle of an animation is evidence the element is
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held *at that point in the timeline*, not that it is on screen when the screen
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has settled. On a screen that settles, the held pose is the settled pose and the
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rule is right (the controls). On a screen that plays through and leaves, there is
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no settled moment at all, and the reference capture is a picture of one arbitrary
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frame.
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⚠️ **So the honest answer to "what is the rest pose of a transient screen" is:
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there isn't one.** The splashes are animations. A static composite of them can
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match a chosen frame — ≈0.998 for the frame these captures hold — but "the
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resting pose" is a question the format does not answer because the screen never
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rests.
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✅ For the port: **play the timeline for the splashes**, which the settled
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keyframe timing now supports ([time unit](../ui-keyframe-time-unit.md)). Use a
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static composite for the title, main menu and `EXTRAS`, where the screen does
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settle and `rest_plateau` is measurably right.
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