Expose and package temporal rendering with guarded edge history
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@@ -118,6 +118,32 @@ and reads back the full image, so `cpu_ms` is wall time including waits, not CPU
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utilization. An open scene can run slower with HZB; visibility correctness and
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full-frame speed are separate findings.
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## Compare temporal modes
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Use one scene, output resolution, camera sequence, visibility path, binary and GPU
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for Off, TAA and Upscale. Run enough frames to include both the first-frame reset
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and steady-state accumulation. Keep the raw captures as well as timing samples:
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```sh
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./faset_player --headless --frames 240 --profile off.json --temporal off
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./faset_player --headless --frames 240 --profile taa.json --temporal taa
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./faset_player --headless --frames 240 --profile upscale.json \
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--temporal upscale --render-scale 0.67
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```
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The profile records requested and effective temporal modes, fallback and history
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reset reason, internal/output extent, jitter, and valid previous-transform count
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per completed frame. `gpu_temporal_resolve_ms`, `gpu_temporal_composite_ms`, and
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`gpu_ui_ms` are separate submitted GPU pass times when timestamp queries work;
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otherwise they are `null`. `gpu_allocated_bytes` includes live temporal targets
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and histories, subject to the allocation limits described above. Compare full
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frame GPU and renderer wall time too: scene raster savings can be offset by
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resolve, memory and synchronous readback. A valid frame-level history flag says
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the previous frame may be sampled, not that every pixel accepted it. For image
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quality, inspect a still thin edge, a slow pan and a newly uncovered surface, and
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compare the same frame against Off. See [Temporal rendering](temporal.md) for
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mode controls and native C++ configuration.
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## Current performance scope
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The accepted MVP path uses direct draws and CPU culling; P2 adds optional GPU
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