Document P1 and P3 integrated acceptance

This commit is contained in:
Emil
2026-09-24 06:33:34 +03:00
parent ed523c61c1
commit f645965d56
1421 changed files with 30364 additions and 29 deletions
+13 -1
View File
@@ -17,6 +17,15 @@ view, resize, scale switch or compatible shader reload is expected. A valid hist
does not imply every pixel reused it: newly visible surfaces can still reject
their individual history samples.
The panel also shows the jitter in clip coordinates and the equivalent internal
pixel offset. Turn on **Count temporal pixels (GPU readback)** only when you need
to inspect how many output-scene pixels actually blended previous color versus
rejected it. The counts are unavailable until a frame completes with the toggle
on; a displayed zero is a measured zero. This optional GPU buffer clear, atomic
count and readback add diagnostic work. Leave it off for timing comparisons.
The toggle affects only the Editor viewport. Counting pauses while the panel is
closed and resumes when it reopens with the checkbox still selected.
For a Player or exported game, select the mode at launch:
```sh
@@ -62,4 +71,7 @@ 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.
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)
also compares Direct, GPU frustum and GPU occlusion, eight open-door frames,
and a 2× spatial reference. In that fixed thin-wire scene the 2× reference
remains closer to the target than TAA or Upscale.