Document P1 and P3 integrated acceptance
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@@ -17,6 +17,15 @@ view, resize, scale switch or compatible shader reload is expected. A valid hist
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does not imply every pixel reused it: newly visible surfaces can still reject
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their individual history samples.
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The panel also shows the jitter in clip coordinates and the equivalent internal
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pixel offset. Turn on **Count temporal pixels (GPU readback)** only when you need
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to inspect how many output-scene pixels actually blended previous color versus
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rejected it. The counts are unavailable until a frame completes with the toggle
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on; a displayed zero is a measured zero. This optional GPU buffer clear, atomic
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count and readback add diagnostic work. Leave it off for timing comparisons.
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The toggle affects only the Editor viewport. Counting pauses while the panel is
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closed and resumes when it reopens with the checkbox still selected.
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For a Player or exported game, select the mode at launch:
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```sh
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@@ -62,4 +71,7 @@ faster. Compare Off, TAA and Upscale at the target output resolution with both
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still and moving cameras, and inspect thin objects and opening doors before
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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)
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contains source captures, paired image measurements and a bounded 720p cost
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profile.
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profile. The [integrated three-path matrix](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/p3-temporal-2026-09-24/matrix/integrated-ed523c6/README.md)
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also compares Direct, GPU frustum and GPU occlusion, eight open-door frames,
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and a 2× spatial reference. In that fixed thin-wire scene the 2× reference
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remains closer to the target than TAA or Upscale.
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