docs: reconcile P2 optimization and Linux validation
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@@ -72,9 +72,19 @@ correct execution, not a frame-time threshold.
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The Editor diagnostics panel (**F12**) can switch its current viewport between
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**Direct**, **GPU frustum**, and **GPU occlusion**. Direct is the default reference.
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The selector is an Editor viewport setting; it does not change the saved scene or
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automatically change an exported Player. Check **Path: active** in the panel before
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interpreting a GPU-mode measurement: a selected mode alone does not prove that the
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GPU path ran. See [Diagnostics](diagnostics.md) for the counters and HZB preview.
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automatically change an exported Player. An exported Player can select a mode for a
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bounded run:
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```sh
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./faset_player --headless --frames 240 --profile gpu-frustum.json --visibility gpu-frustum
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```
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Accepted values are `direct`, `gpu-frustum`, and `gpu-occlusion`; Direct is the
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default. The profile records the requested `visibility_mode` and each frame's
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`gpu_visibility_active` state. Check that state when interpreting a GPU run: a
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requested mode can fall back if the required device profile is unavailable. The
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Editor reports the same distinction as **Path: active**. See
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[Diagnostics](diagnostics.md) for the counters and HZB preview.
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For a repeatable offscreen comparison, build and run the P2 benchmark harness:
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@@ -89,9 +99,13 @@ shader bundle, validation state and source revision with any published result. T
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[P2 acceptance protocol](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/19-p2-gpu-visibility-acceptance.md)
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documents the scenes and CSV columns. The
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[first measured report](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/20-p2-gpu-visibility-benchmark-2026-09-23.md)
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retains three raw runs, p50/p95 and limits. Its Debug/validation profile found
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GPU MainCull substantially more expensive than direct GPU work, even though the
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GPU route reduced synchronous CPU render-call time.
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is a **pre-optimization baseline**: its Debug/validation profile found GPU MainCull
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substantially more expensive than direct GPU work. The
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[optimized follow-up](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/21-p2-gpu-visibility-optimization-2026-09-23.md)
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retains three additional raw runs and isolates the effects of device-local output
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buffers and bounded atomic append. MainCull p50 fell to 0.030–0.042 ms in those
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synthetic scenes. That comparison is useful for diagnosis, not a guarantee that
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GPU visibility speeds up a particular game or device.
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The harness enables GPU visibility counters, so diagnostic readback is part of its
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timings. In the Editor, opening diagnostics likewise enables these counters, and
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