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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