Link P2 manual guidance in strict documentation build
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@@ -86,9 +86,9 @@ It records 10 warm-up and 30 measured frames for Direct, GPU frustum and GPU
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occlusion in fixed frustum-heavy, open and occluded scenes. Run it three times and
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compare median/p95 by scene and mode. Keep the raw CSV, hardware/driver, resolution,
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shader bundle, validation state and source revision with any published result. The
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[P2 acceptance protocol](../../studies/19-p2-gpu-visibility-acceptance.md)
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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](../../studies/20-p2-gpu-visibility-benchmark-2026-09-23.md)
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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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@@ -11,7 +11,9 @@ and how those functions interact with scenes, physics, and the editor.
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[acceptance dossier](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/mvp-acceptance.md)
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for exact source revisions and coverage limits. The optional Lua module is
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documented separately; those historical acceptance results do not certify later
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changes. Advanced graphics remain later milestones.
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changes. GPU visibility and prepared mesh LOD arrived after that MVP; see the
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[visibility guide](editor/visibility-lod.md). Advanced lighting and geometry
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systems remain later milestones.
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Start with [how gameplay works](scripting/index.md), then read
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[frame and physics updates](scripting/lifecycle.md). See
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