Link final P1 and P3 records from the Manual
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@@ -54,7 +54,7 @@ and temporal image/cost evidence has a [separate record](../p3-temporal-2026-09-
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| Driver, profile, real 64×64 benchmark smoke | `render_lighting_benchmark_schema`, `render_lighting_benchmark_smoke`, `player_shutdown_diagnostics` | Full Linux Debug green at `4a3453e` |
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| 1920×1080 0/4/16/32/64/128 Release sweep, three repeats, both shadow states | `tools/benchmark_p3_lighting.py --sweep` | Forward and tiled repeated at clean `4a3453e`: 6,480 raw frames across three visibility modes; study 24 |
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| 1920×1080 paired paths, 32/64/128 dense and localized lights | `faset_p3_lighting_benchmark --lighting forward|tiled` | Dense tiled 11–13% slower; localized tiled 43–54% faster in build+raster on the reference GPU; study 24 retains another 1,080 localized frames |
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| Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players | `windows-graphics.yml`, `ci.yml` | Native/manual passed at `4a3453e`; Windows graphics at that revision is tracked below; `a0a4e29` passed 64 Windows CTests and two relocated 120-frame Release games |
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| Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players | `windows-graphics.yml`, `ci.yml` | At `4a3453e`, native/manual passed, Windows graphics passed 74/74 CTests and three relocated 120-frame Release games including Lua; software Vulkan only |
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The supported-atlas GPU tests create a renderer with validation requested and
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assert zero reported Vulkan errors; a test result is a validation-layer pass only
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@@ -71,7 +71,9 @@ RTX 2080 Ti with active Khronos validation and zero reported errors. The
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[native/manual CI run](https://github.com/emil28092005/Faset_Engine/actions/runs/35944874993)
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passed on Linux and Windows; the corresponding
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[Windows graphics run](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002)
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is the integrated SwiftShader acceptance run. The P3 paired sweep was repeated
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passed all 74 registered CTests on pinned SwiftShader, the real export
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integration, and all three source-hidden relocated Release games for 120 frames
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each. It is the integrated software-Vulkan acceptance run. The P3 paired sweep was repeated
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on this exact clean revision with identical binary and shader hashes across
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forward and tiled paths. The timed CSVs omit tile-occupancy readback: their
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zero-valued overflow field is **not** evidence of no overflow. Study 24 retains
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@@ -132,8 +134,9 @@ frames, and validation errors. An offscreen capture's `cpu_ms` includes GPU wait
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and readback; it is not thread CPU time. The exact Release benchmark revision,
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driver and original paired path data are retained in study 23. The combined
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clean-revision repeat and three relocated physical-GPU games are now in study
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24 and the P1 record. Final Release full CTest and integrated Windows graphics
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results are tracked separately from the earlier source checkpoints.
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24 and the P1 record. Final Release full CTest remains separate from the
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earlier source checkpoints. The integrated Windows graphics run above passed;
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it is not a physical Windows GPU test.
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## Limits carried forward
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