Document temporal quality captures and 720p costs
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Emil
2026-09-24 05:03:07 +03:00
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@@ -52,3 +52,14 @@ World transparency and sprites use the scene depth/order and reject stale color
their reactive pixels. TAA and Upscale are optional image-quality paths; compare
them against Off on the actual game scene, especially thin geometry, slow pans,
newly revealed surfaces and moving transparent content.
These are first-generation, opt-in reconstruction modes. They can reduce shimmer
on a stationary edge while lowering the peak brightness of a subpixel line, and
a newly revealed edge can differ by one pixel from its settled appearance. The
amount depends on scene content, resolution and motion. Upscale also trades
internal render resolution for resolve cost and extra images; it is not always
faster. Compare Off, TAA and Upscale at the target output resolution with both
still and moving cameras, and inspect thin objects and opening doors before
choosing a mode for a game. The [P3 temporal validation record](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/p3-temporal-2026-09-24/README.md)
contains source captures, paired image measurements and a bounded 720p cost
profile.