Author SHA1 Message Date
Emil a9bac5b6a8 Record three-path temporal quality and spatial references
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2026-09-24 05:36:15 +03:00
Emil 5cb818f0cc Record active Vulkan validation in temporal 720p profile 2026-09-24 05:34:13 +03:00
Emil fe3a589174 Capture temporal quality across visibility paths and spatial references 2026-09-24 05:27:41 +03:00
Emil c8580ec3b2 Document temporal quality captures and 720p costs
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2026-09-24 05:03:07 +03:00
Emil 1a1f69f7e8 Preserve temporal edge contrast with depth-aware history
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2026-09-24 04:51:58 +03:00
Emil a2c2b085ef Fix temporal tiled lighting and HZB extents
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2026-09-24 04:15:16 +03:00
Emil 0c96ce5cdf Integrate Forward+ lighting with temporal rendering
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2026-09-24 04:05:58 +03:00
Emil 7297d01436 Expose and package temporal rendering with guarded edge history
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2026-09-24 03:59:22 +03:00
Emil 0dcc8790a0 Render temporal scene with motion, resolve and sharp UI
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2026-09-24 03:16:44 +03:00
Emil c53e51520c Specify temporal GPU graph and image acceptance in red tests 2026-09-24 02:57:50 +03:00
Emil 8fbaf83326 Compile and validate temporal resolve shader bundle 2026-09-24 02:57:37 +03:00
Emil 7c88356fb4 Reject cross-surface temporal motion dilation 2026-09-24 02:57:25 +03:00
Emil 3a4a262750 Add bounded CPU reference for temporal resolve 2026-09-24 02:57:25 +03:00
Emil 1e247e60e9 Specify renderer temporal lifecycle in red tests 2026-09-24 02:57:06 +03:00
Emil 56a5bc62f6 Commit temporal history only after completed frames 2026-09-24 02:56:51 +03:00
Emil 4b8f9b8132 Validate temporal scale and deterministic internal extent 2026-09-24 02:56:51 +03:00
Emil 17177357fb Define independent temporal motion metadata and UV oracle 2026-09-24 02:56:51 +03:00
Emil 068f2e9af9 Handle camera roll and explicit temporal Off 2026-09-24 02:56:39 +03:00
Emil b67cdc1ce8 Add temporal history and jitter policy 2026-09-24 02:56:39 +03:00
1807 changed files with 11380 additions and 108 deletions
+106 -1
View File
@@ -39,6 +39,54 @@ const char* visibility_mode_name(faset::render::VisibilityMode mode) {
}
return "unknown";
}
const char* temporal_mode_name(faset::render::TemporalMode mode) {
switch (mode) {
case faset::render::TemporalMode::Off: return "off";
case faset::render::TemporalMode::TAA: return "taa";
case faset::render::TemporalMode::Upscale: return "upscale";
}
return "unknown";
}
const char* temporal_fallback_name(faset::render::TemporalFallbackReason reason) {
using Reason = faset::render::TemporalFallbackReason;
switch (reason) {
case Reason::None: return "none";
case Reason::ComputeUnavailable: return "compute-unavailable";
case Reason::FormatUnavailable: return "format-unavailable";
case Reason::ExtentUnsupported: return "extent-unsupported";
}
return "unknown";
}
const char* temporal_reset_name(faset::render::TemporalResetReason reason) {
using Reason = faset::render::TemporalResetReason;
switch (reason) {
case Reason::None: return "none";
case Reason::FirstFrame: return "first-frame";
case Reason::CameraCut: return "camera-cut";
case Reason::CameraDiscontinuity: return "camera-discontinuity";
case Reason::ViewChanged: return "view-changed";
case Reason::ViewportChanged: return "viewport-changed";
case Reason::ProjectionChanged: return "projection-changed";
case Reason::Resize: return "resize";
case Reason::ModeChanged: return "mode-changed";
case Reason::ScaleChanged: return "scale-changed";
case Reason::ShaderReload: return "shader-reload";
case Reason::Unsupported: return "unsupported";
}
return "unknown";
}
float render_scale_value(const std::string& value) {
std::size_t consumed{};
float scale{};
try {
scale = std::stof(value, &consumed);
} catch (const std::exception&) {
throw std::invalid_argument("--render-scale must be a finite number");
}
if (consumed != value.size() || !std::isfinite(scale))
throw std::invalid_argument("--render-scale must be a finite number");
return scale;
}
struct ProfileSample {
double wall{}, simulation{}, snapshot{}, render{}, rendererCpu{}, gpu{}, readbackCpu{};
faset::runtime::FrameStats runtime;
@@ -126,6 +174,26 @@ Json profileFrames(const std::vector<ProfileSample>& samples) {
gpuMeasured ? Json(sample.lighting.gpu_sun_shadow_ms) : Json(nullptr)},
{"gpu_local_shadow_ms",
gpuMeasured ? Json(sample.lighting.gpu_local_shadow_ms) : Json(nullptr)},
{"requested_temporal_mode",
temporal_mode_name(sample.lighting.requested_temporal_mode)},
{"effective_temporal_mode",
temporal_mode_name(sample.lighting.effective_temporal_mode)},
{"temporal_fallback_reason",
temporal_fallback_name(sample.lighting.temporal_fallback_reason)},
{"temporal_reset_reason",
temporal_reset_name(sample.lighting.temporal_reset_reason)},
{"temporal_history_valid", sample.lighting.temporal_history_valid},
{"temporal_valid_motion_instances",
sample.lighting.temporal_valid_motion_instances},
{"temporal_internal_width", sample.lighting.temporal_internal_width},
{"temporal_internal_height", sample.lighting.temporal_internal_height},
{"temporal_jitter", sample.lighting.temporal_jitter},
{"gpu_temporal_resolve_ms",
gpuMeasured ? Json(sample.lighting.gpu_temporal_resolve_ms) : Json(nullptr)},
{"gpu_temporal_composite_ms",
gpuMeasured ? Json(sample.lighting.gpu_temporal_composite_ms) : Json(nullptr)},
{"gpu_ui_ms",
gpuMeasured ? Json(sample.lighting.gpu_ui_ms) : Json(nullptr)},
{"gpu_light_tiles_ms",
gpuMeasured ? Json(sample.lighting.gpu_light_tiles_ms) : Json(nullptr)},
{"light_tile_count", sample.lighting.light_tile_count},
@@ -242,6 +310,8 @@ int player_main(int argc, char** argv) {
projectRoot;
bool headless = false, validateOnly = false, debugPhysics = false, watchLua = false;
auto visibilityMode = faset::render::VisibilityMode::Direct;
auto temporalMode = faset::render::TemporalMode::Off;
float renderScale = 1.f;
std::string visibilityName = "direct";
std::uint64_t maximumFrames = 0;
std::set<std::string> options;
@@ -252,7 +322,8 @@ int player_main(int argc, char** argv) {
<< "faset_player [--scene PATH] [--assets CACHE] [--frames N] "
"[--headless] [--capture PATH.ppm] [--validate] [--control PATH] "
"[--profile PATH.json] [--debug-physics] [--project ROOT] "
"[--watch-lua] [--visibility direct|gpu-frustum|gpu-occlusion]\n"
"[--watch-lua] [--visibility direct|gpu-frustum|gpu-occlusion] "
"[--temporal off|taa|upscale] [--render-scale 0.5..1]\n"
"No --scene: open scene.fscene beside the executable. CACHE contains "
"assets/<id>/.\n"
"Headless uses offscreen Vulkan; --frames uses the configured fixed "
@@ -270,6 +341,9 @@ int player_main(int argc, char** argv) {
"--visibility selects the renderer for this Player run; Direct is "
"the default. GPU modes require their packaged shader bundle and "
"device capabilities.\n"
"--temporal selects scene TAA or temporal upscaling; Off is the default. "
"--render-scale applies only to upscale and must be at least 0.5 "
"and less than 1. UI remains at output resolution.\n"
"Keys: A/D horizontal, W/S vertical, Space jump, E interact, P pause, "
"N single-step, F3 physics boxes, Escape quit.\n";
return 0;
@@ -306,6 +380,18 @@ int player_main(int argc, char** argv) {
"or gpu-occlusion");
} else if (arg == "--frames")
maximumFrames = count(value());
else if (arg == "--temporal") {
const auto selected = value();
if (selected == "off")
temporalMode = faset::render::TemporalMode::Off;
else if (selected == "taa")
temporalMode = faset::render::TemporalMode::TAA;
else if (selected == "upscale")
temporalMode = faset::render::TemporalMode::Upscale;
else
throw std::invalid_argument("--temporal must be off, taa or upscale");
} else if (arg == "--render-scale")
renderScale = render_scale_value(value());
else if (arg == "--headless")
headless = true;
else if (arg == "--validate")
@@ -317,6 +403,7 @@ int player_main(int argc, char** argv) {
else
throw std::invalid_argument("Unknown option: " + arg);
}
(void)faset::render::temporal_internal_extent(1280, 720, temporalMode, renderScale);
if (options.contains("--profile") &&
(profilePath.empty() || !options.contains("--frames") || maximumFrames > 100000 ||
validateOnly))
@@ -421,6 +508,8 @@ int player_main(int argc, char** argv) {
renderConfig.headless = headless;
renderConfig.validation = true;
renderConfig.visibility_mode = visibilityMode;
renderConfig.temporal_mode = temporalMode;
renderConfig.render_scale = renderScale;
faset::render::Renderer renderer(renderConfig);
const auto rendererReady = Clock::now();
std::vector<ProfileSample> profile;
@@ -612,6 +701,13 @@ int player_main(int argc, char** argv) {
<< "using "
<< visibility_mode_name(renderer.stats().effective_visibility_mode)
<< " rendering.\n";
if (frames == 0 && temporalMode != renderer.stats().effective_temporal_mode)
std::cerr << "Requested " << temporal_mode_name(temporalMode)
<< " temporal rendering is unavailable ("
<< temporal_fallback_name(renderer.stats().temporal_fallback_reason)
<< "); using "
<< temporal_mode_name(renderer.stats().effective_temporal_mode)
<< ".\n";
const auto frameFinished = Clock::now();
if (frames == 0)
firstFrameMs = milliseconds(started, frameFinished);
@@ -657,6 +753,12 @@ int player_main(int argc, char** argv) {
{"visibility_mode", visibilityName},
{"effective_visibility_mode",
visibility_mode_name(stats.effective_visibility_mode)},
{"temporal_mode", temporal_mode_name(temporalMode)},
{"render_scale", renderScale},
{"effective_temporal_mode",
temporal_mode_name(stats.effective_temporal_mode)},
{"temporal_fallback_reason",
temporal_fallback_name(stats.temporal_fallback_reason)},
{"effective_lighting_path", stats.effective_lighting_path},
{"simulation_mode", "synthetic_fixed_timestep"},
{"fixed_delta_seconds", config.fixedDelta},
@@ -686,6 +788,9 @@ int player_main(int argc, char** argv) {
{"visibility_mode", visibilityName},
{"effective_visibility_mode",
visibility_mode_name(stats.effective_visibility_mode)},
{"temporal_mode", temporal_mode_name(temporalMode)},
{"effective_temporal_mode",
temporal_mode_name(stats.effective_temporal_mode)},
{"gpu_visibility_active", stats.gpu_visibility_active},
{"validation_errors", stats.validation_errors}}
.dump()
+64 -1
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@@ -17,6 +17,24 @@ foreach(FASET_ENTRY vertexMain fragmentMain shadowMain)
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/baseline.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
foreach(FASET_ENTRY temporalVertexMain temporalFragmentMain)
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/baseline.slang"
--entry "${FASET_ENTRY}" --output "${FASET_SHADER_DIRECTORY}"
BYPRODUCTS "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.slang-reflection.json"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/baseline.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang"
--entry gpuTemporalVertexMain --define FASET_GPU_GRAPHICS=1 --output "${FASET_SHADER_DIRECTORY}"
BYPRODUCTS "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.slang-reflection.json"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.reflection.json")
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/lightTileMain.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/lightTileMain.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
@@ -42,13 +60,28 @@ foreach(FASET_ENTRY gpuVertexMain gpuShadowMain gpuCullMain gpuHzbMain gpuPostCu
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
foreach(FASET_ENTRY temporalResolveMain temporalCompositeVertexMain temporalCompositeFragmentMain)
if(FASET_ENTRY STREQUAL "temporalResolveMain")
set(FASET_TEMPORAL_DEFINE FASET_TEMPORAL_RESOLVE=1)
else()
set(FASET_TEMPORAL_DEFINE FASET_TEMPORAL_COMPOSITE=1)
endif()
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/temporal.slang"
--entry "${FASET_ENTRY}" --define "${FASET_TEMPORAL_DEFINE}" --output "${FASET_SHADER_DIRECTORY}"
BYPRODUCTS "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.slang-reflection.json"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/temporal.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
add_custom_command(OUTPUT "${FASET_SHADER_DIRECTORY}/compatibility.spv"
COMMAND "${SLANGC_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/shaders/compatibility.hlsl"
-entry compatibilityMain -stage compute -target spirv -profile spirv_1_6
-o "${FASET_SHADER_DIRECTORY}/compatibility.spv"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/compatibility.hlsl" VERBATIM)
add_custom_target(faset_shaders DEPENDS ${FASET_SHADER_OUTPUTS} "${FASET_SHADER_DIRECTORY}/compatibility.spv")
add_library(faset_render "${PROJECT_SOURCE_DIR}/src/render/renderer.cpp" "${PROJECT_SOURCE_DIR}/src/render/math.cpp" "${PROJECT_SOURCE_DIR}/src/render/render_graph.cpp" "${PROJECT_SOURCE_DIR}/src/render/shader_contract.cpp" "${PROJECT_SOURCE_DIR}/src/render/lighting.cpp")
add_library(faset_render "${PROJECT_SOURCE_DIR}/src/render/renderer.cpp" "${PROJECT_SOURCE_DIR}/src/render/math.cpp" "${PROJECT_SOURCE_DIR}/src/render/render_graph.cpp" "${PROJECT_SOURCE_DIR}/src/render/shader_contract.cpp" "${PROJECT_SOURCE_DIR}/src/render/lighting.cpp" "${PROJECT_SOURCE_DIR}/src/render/temporal.cpp" "${PROJECT_SOURCE_DIR}/src/render/temporal_reference.cpp")
target_include_directories(faset_render PUBLIC "${PROJECT_SOURCE_DIR}/include")
target_compile_features(faset_render PUBLIC cxx_std_20)
target_link_libraries(faset_render PRIVATE Vulkan::Vulkan SDL3::SDL3 faset_core)
@@ -67,6 +100,36 @@ if(BUILD_TESTING)
target_link_libraries(faset_render_lighting_policy_tests PRIVATE faset_render)
add_test(NAME render_lighting_policy COMMAND faset_render_lighting_policy_tests)
set_tests_properties(render_lighting_policy PROPERTIES LABELS "p3")
add_executable(faset_render_temporal_graph_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_graph_tests.cpp")
target_link_libraries(faset_render_temporal_graph_tests PRIVATE faset_render)
add_test(NAME render_temporal_graph COMMAND faset_render_temporal_graph_tests)
set_tests_properties(render_temporal_graph PROPERTIES LABELS "gpu")
add_executable(faset_render_temporal_acceptance_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_acceptance_tests.cpp")
target_link_libraries(faset_render_temporal_acceptance_tests PRIVATE faset_render)
add_test(NAME render_temporal_acceptance COMMAND faset_render_temporal_acceptance_tests)
set_tests_properties(render_temporal_acceptance PROPERTIES LABELS "gpu")
add_test(NAME render_temporal_quality_matrix COMMAND
"${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tests/test_temporal_quality_matrix.py"
"$<TARGET_FILE:faset_render_temporal_acceptance_tests>")
set_tests_properties(render_temporal_quality_matrix PROPERTIES LABELS "p3")
add_executable(faset_render_temporal_shader_contract_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_shader_contract_tests.cpp")
target_include_directories(faset_render_temporal_shader_contract_tests PRIVATE "${PROJECT_SOURCE_DIR}/src/render")
target_link_libraries(faset_render_temporal_shader_contract_tests PRIVATE faset_render faset_core)
target_compile_definitions(faset_render_temporal_shader_contract_tests PRIVATE FASET_TEST_SHADER_DIRECTORY="${FASET_SHADER_DIRECTORY}")
add_test(NAME render_temporal_shader_contract COMMAND faset_render_temporal_shader_contract_tests)
add_executable(faset_render_temporal_reference_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_reference_tests.cpp")
target_link_libraries(faset_render_temporal_reference_tests PRIVATE faset_render)
add_test(NAME render_temporal_reference COMMAND faset_render_temporal_reference_tests)
add_executable(faset_render_temporal_lifecycle_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_lifecycle_tests.cpp")
target_link_libraries(faset_render_temporal_lifecycle_tests PRIVATE faset_render)
add_test(NAME render_temporal_lifecycle COMMAND faset_render_temporal_lifecycle_tests)
set_tests_properties(render_temporal_lifecycle PROPERTIES LABELS "gpu")
add_executable(faset_render_temporal_motion_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_motion_tests.cpp")
target_link_libraries(faset_render_temporal_motion_tests PRIVATE faset_render)
add_test(NAME render_temporal_motion COMMAND faset_render_temporal_motion_tests)
add_executable(faset_render_temporal_policy_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_policy_tests.cpp")
target_link_libraries(faset_render_temporal_policy_tests PRIVATE faset_render)
add_test(NAME render_temporal_policy COMMAND faset_render_temporal_policy_tests)
add_executable(faset_render_tests "${PROJECT_SOURCE_DIR}/tests/render_tests.cpp")
target_link_libraries(faset_render_tests PRIVATE faset_render SDL3::SDL3)
add_test(NAME render_graph COMMAND faset_render_tests --unit)
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@@ -12,6 +12,12 @@ On Windows, use `windows-debug` for both presets and `build/windows-debug/faset_
Use the **Visibility** selector to compare **Direct**, **GPU frustum**, and **GPU occlusion** on the same open scene. This is a live renderer setting for the Editor viewport; it does not change the scene or exported game. The selected mode is independent of **Freeze counters**. The counters describe the previous completed frame, so render one more frame after changing modes before reading them. **Effective path** names the algorithm that actually ran. A **Fallback from** line appears when device or target capabilities prevent the selected mode; for example, GPU occlusion may use GPU frustum if HZB is unavailable.
Use the **Temporal** selector for **Off**, **TAA**, or **Upscale**. Upscale shows a
50–99% render-scale slider; output UI remains sharp. The requested/effective
mode, fallback reason, internal extent, history reset reason and temporal GPU
pass times are shown separately from visibility and HZB history. This selector
only changes the live Editor viewport. See [Temporal rendering](temporal.md).
The panel reports the previous completed frame: renderer wall time, GPU timestamp time where available, synchronous readback time, draw calls, packed vertices, culled meshes, textures, explicit Vulkan allocation sizes, actual validation availability/errors, and GPU pass-label count. It also shows whether GPU visibility ran, submitted indirect bins, visible instances, frustum rejects, deferred and post-pass visible instances, HZB history validity, counts per prepared LOD level, and GPU pass timings where available. GPU counts are explicitly marked unavailable until the first frame rendered with diagnostics open; only a displayed zero is a measured zero. **Previous HZB history: invalid** is expected after a camera cut or resize until compatible depth history is available. A current HZB preview can still exist after that first frame because it was built from the current depth. Renderer wall time includes waiting for GPU work; it is not thread CPU usage. Memory excludes driver-internal allocations. The overlay itself adds drawing work, so hide it for a baseline performance measurement.
In **GPU occlusion** mode, enable **Show HZB** to inspect the current grayscale depth pyramid. The **Mip** slider selects a pyramid level; the preview starts at mip 3 to keep its readback small. A larger mip number shows coarser depth. The preview reads the HZB only while the panel and toggle are open, and only once per completed frame or mip change. Switching it off or closing the panel releases the preview; its GPU texture retires when the next frame begins. Opening diagnostics also enables readback of GPU visibility counters, which is disabled again when the panel closes. Disable the HZB preview for performance comparisons: its diagnostic copy and texture upload add GPU and CPU work. **Freeze counters** does not freeze the HZB image.
+26
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@@ -118,6 +118,32 @@ and reads back the full image, so `cpu_ms` is wall time including waits, not CPU
utilization. An open scene can run slower with HZB; visibility correctness and
full-frame speed are separate findings.
## Compare temporal modes
Use one scene, output resolution, camera sequence, visibility path, binary and GPU
for Off, TAA and Upscale. Run enough frames to include both the first-frame reset
and steady-state accumulation. Keep the raw captures as well as timing samples:
```sh
./faset_player --headless --frames 240 --profile off.json --temporal off
./faset_player --headless --frames 240 --profile taa.json --temporal taa
./faset_player --headless --frames 240 --profile upscale.json \
--temporal upscale --render-scale 0.67
```
The profile records requested and effective temporal modes, fallback and history
reset reason, internal/output extent, jitter, and valid previous-transform count
per completed frame. `gpu_temporal_resolve_ms`, `gpu_temporal_composite_ms`, and
`gpu_ui_ms` are separate submitted GPU pass times when timestamp queries work;
otherwise they are `null`. `gpu_allocated_bytes` includes live temporal targets
and histories, subject to the allocation limits described above. Compare full
frame GPU and renderer wall time too: scene raster savings can be offset by
resolve, memory and synchronous readback. A valid frame-level history flag says
the previous frame may be sampled, not that every pixel accepted it. For image
quality, inspect a still thin edge, a slow pan and a newly uncovered surface, and
compare the same frame against Off. See [Temporal rendering](temporal.md) for
mode controls and native C++ configuration.
## Measure P3 lighting and shadows
A Player `--profile` sample includes `effective_lighting_path`, local lights
+65
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@@ -0,0 +1,65 @@
# Temporal rendering
Faset renders the scene with **Off** by default. In the optional Editor diagnostics
panel (**F12**), choose **TAA** to accumulate a full-resolution scene over successive
frames, or **Upscale** to render the scene at a lower resolution and reconstruct it
at the output resolution. The Upscale slider accepts 50–99%; 67% is a useful
starting point for visual comparison. UI text and controls always render at output
resolution after the scene resolve. Shadow maps keep their own unjittered views.
The diagnostic selector affects only the current Editor viewport. It does not edit
the scene, gameplay code, or an exported Player. The panel's **Requested** and
**Effective** fields identify a device fallback. It also shows internal and output
extent, whether the previous completed frame's color history was eligible, the
reason it reset, and separate GPU times for resolve, composite and UI where
timestamp queries are available. A reset on the first frame, camera cut, changed
view, resize, scale switch or compatible shader reload is expected. A valid history
does not imply every pixel reused it: newly visible surfaces can still reject
their individual history samples.
For a Player or exported game, select the mode at launch:
```sh
./faset_player --headless --frames 120 --temporal taa --profile taa.json
./faset_player --headless --frames 120 --temporal upscale \
--render-scale 0.67 --profile upscale.json
```
`--temporal` accepts `off`, `taa`, or `upscale`. Off and TAA use scale `1`; Upscale
requires a scale from `0.5` inclusive to `1` exclusive. An invalid mode or scale
stops startup with an error. If Vulkan compute or the required image formats are
unavailable, the renderer falls back to Off and records its effective mode and
reason in the profile. Direct, GPU frustum and GPU occlusion visibility can be
combined with either temporal mode. See [Profiling](profiling.md) for how to compare
their timings fairly.
Native renderer users can make the same choice without modifying gameplay scripts:
```cpp
faset::render::RendererConfig config;
config.temporal_mode = faset::render::TemporalMode::Upscale;
config.render_scale = 0.67f;
faset::render::Renderer renderer(config);
// A live viewport switch recreates scene targets and resets color history.
renderer.set_temporal_mode(faset::render::TemporalMode::TAA);
```
Provide a stable `DrawItem::instance_key` for moving opaque objects so the renderer
can find their previous model transform. Camera cuts must be marked in the
`Snapshot`; cuts, teleports and incompatible projection changes reject old history.
World transparency and sprites use the scene depth/order and reject stale color on
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.
+1
View File
@@ -6,6 +6,7 @@ These files preserve bounded checks and their inputs. Each record states its sou
- [P2 GPU visibility Linux evidence](p2-gpu-visibility-2026-09-23/README.md): Debug/Release GPU acceptance, lavapipe functional checks, relocated Player exports, and explicit platform/performance limits.
- [P2 pinned SwiftShader compatibility](p2-swiftshader-2026-09-23/README.md): the Windows CI regression, shader capability fix, independent review closure, final native CI and relocated Player evidence.
- [P3 lighting and shadows](p3-lighting-2026-09-24/README.md): implementation, acceptance matrix, bounded evidence, and remaining Forward+/platform checks; temporal reconstruction is tracked separately.
- [P3 temporal reconstruction](p3-temporal-2026-09-24/README.md): Off/TAA/Upscale source captures, three-path image-quality matrix, edge and reveal measurements, and bounded 720p costs.
- [Windows software Vulkan](windows-software-vulkan-2026-09-18/README.md): fresh native build, 35 tests, launcher/window/MCP workflows and both relocated Release games on SwiftShader.
- [Checkpoint 5 Linux acceptance](checkpoint5-linux-2026-09-18/README.md): clean offline source build, first Editor launch, exact-candidate standalone games and live Blender checks.
- [Final Linux source checks](final-linux-2026-09-18/README.md): `4cb8255` integrated test results and both Release games after the asset-relocation correction, including package manifests and standalone captures.
@@ -0,0 +1,122 @@
# P3 temporal reconstruction: image quality and cost, 2026-09-24
This record covers Faset's first-generation, opt-in TAA and temporal upscaler.
The 370-frame Direct captures and 720p cost profile below were executed from
`1a1f69f7e88b3ea69986931dfcf6baf9b43a431c` on
`feat/p3-temporal-integration`. The later [three-path quality matrix](matrix/README.md)
was executed from `fe3a589174f8fe8e35ee231fe74fe938f4dd3cbd` before the
pixel-diagnostics shader merge. The combined P1+P3 performance sweep at
`4a3453e` is a different run, not the source of these images. The physical
Vulkan device was an NVIDIA GeForce RTX 2080 Ti with proprietary driver 595.84
on Linux. Both original Direct fixtures requested Vulkan validation and every
recorded frame reported zero
validation errors. These observations do not establish physical Windows GPU
behavior or high-end reconstruction quality.
## Raw artifacts and method
- [Lossless PNG example](captures/wire-static-taa-15.png) and
[frame-level CSV linking every capture](frames.csv) cover
the Direct visibility path at 160×120, except the 319×241 resize frame.
The sequences are static subpixel wire (16 phases), slow camera pan (16),
moving cube (16), unobstructed background (16), opening door (4), camera cut
(2), resize (2), and translucent world geometry plus sharp UI (2). Each has
Off, jittered current-only TAA, accumulated TAA, current-only Upscale, and
accumulated Upscale captures. The current-only controls mark each frame as a
camera cut: they retain the same 16-phase jitter and internal extent while
rejecting history. Upscale uses render scale 0.67. Off has no jitter.
- [Computed metrics](metrics.json) contain every sample, fixed ROI coordinates,
steady-state timing distributions and paired image errors. The
[contact sheet](contact-sheet.png) shows representative source frames without
artistic retouching. The [door edge detail](door-edge-nearest-5x.png) crops
phase 3 and enlarges pixels 5× with nearest-neighbor sampling; its second row
is the same-jitter unobstructed reference.
`tools/analyze_temporal_quality.py` converts the raw PPM output of
`faset_render_temporal_acceptance_tests --capture-quality DIR` to PNG
losslessly and computes the metrics. It needs the pinned NumPy and Pillow
versions in `tools/requirements-temporal-quality.txt`.
- [720p raw profile](profile-720p-debug.csv) contains 30 measured frames per
Off/TAA/Upscale mode after 10 warm-up frames, with rotating mode order.
`faset_render_temporal_acceptance_tests --profile-720p CSV` reproduces this
fixed Direct scene: one opaque cube and one thin wire, output 1280×720,
Upscale internal 858×483. It was a Linux Debug run with validation requested,
not a Release or gameplay frame-rate result. GPU timestamps include submitted
work and the synchronous image-to-buffer capture; renderer CPU time includes
the wait and host readback.
Reproduction from a configured build:
```sh
cmake --build build/linux-debug --target faset_render_temporal_acceptance_tests --parallel 2
ctest --test-dir build/linux-debug --no-tests=error -R '^render_temporal_acceptance$' --output-on-failure
build/linux-debug/faset_render_temporal_acceptance_tests --capture-quality /tmp/faset-p3-quality
python3 tools/analyze_temporal_quality.py --input /tmp/faset-p3-quality \
--output docs/validation/p3-temporal-2026-09-24 \
--revision 1a1f69f7e88b3ea69986931dfcf6baf9b43a431c \
--driver 'NVIDIA proprietary 595.84'
build/linux-debug/faset_render_temporal_acceptance_tests --profile-720p /tmp/faset-p3-720p.csv
```
## Image-quality observations
The static variation measure is the mean absolute RGB difference between
consecutive frames over phases 5–15 in the fixed ROI; lower means less frame
shimmer, but it says nothing by itself about retained contrast. Wire energy is
the mean summed RGB value over phases 4–15 in that ROI, and peak is the mean
brightest channel per frame. All color figures use 8-bit output values.
| 160×120 fixture | Current-only | Accumulated | Change |
| --- | ---: | ---: | ---: |
| Static wire RGB frame delta, TAA | 0.388 | 0.360 | −7.2% |
| Static wire RGB frame delta, Upscale | 0.439 | 0.412 | −6.1% |
| Static wire ROI RGB energy, TAA | 8,234 | 8,275 | +0.5% |
| Static wire ROI RGB energy, Upscale | 7,429 | 7,485 | +0.8% |
| Static wire mean peak, TAA | 179 | 167 | −6.7% |
| Static wire mean peak, Upscale | 179 | 161 | −9.9% |
| Slow pan RGB frame delta, TAA | 0.399 | 0.398 | −0.2% |
| Moving cube RGB frame delta, TAA | 1.930 | 1.917 | includes real motion |
The separate static cube-edge acceptance ROI fell from 0.832 jittered
current-only to about 0.739 under TAA. Its exact percentage does not transfer
to the thin wire. The original resolver achieved a much larger apparent wire
variance reduction by dimming the wire about 15%; the final depth-aware
resolver retains total wire energy within 1% in this fixture. It still reduces
peak contrast and offers little gain during a slow pan. Upscale is not
equivalent to a full-resolution reference for thin detail.
Off has zero static frame variation because it has no jitter; that does not
make its edges alias-free.
The door's newly exposed center matched current-only within one RGB value on
the first open frame. No red pixels from the old door appeared in the tested
old-door ROI. Against a phase-aligned, unobstructed temporal background, the
30×35 edge ROI had 121 TAA and 176 Upscale pixels with any channel difference
above 8 on the first open frame, then 17 and 28 respectively on the next frame.
The enlarged comparison shows a one-pixel dark green/top-bottom edge
difference, with no displaced red silhouette. It is a bounded residual, not a
claim of zero halo. The explicit cut output matched
current-only exactly in its ROI; resize and UI pixels matched their controls.
The existing Direct, GPU-frustum and GPU-occlusion tests separately cover
moving reveal, cut, reset, resize, shader reload and Vulkan validation.
## 1280×720 cost on this sparse scene
All values below are milliseconds except allocation. p95 is linearly
interpolated at rank `(n − 1) × 0.95` among the 30 measured frames.
| Mode | Full GPU p50 / p95 | Resolve p50 / p95 | Composite p50 / p95 | Renderer CPU p50 / p95 | Live Vulkan allocation |
| --- | ---: | ---: | ---: | ---: | ---: |
| Off | 0.560 / 0.580 | — | — | 2.256 / 2.527 | 43.02 MiB |
| TAA | 0.671 / 0.715 | 0.081 / 0.101 | 0.026 / 0.028 | 2.545 / 2.927 | 76.77 MiB (+33.75) |
| Upscale 0.67 | 0.672 / 0.703 | 0.079 / 0.099 | 0.025 / 0.027 | 2.630 / 3.448 | 68.52 MiB (+25.50) |
Main raster p50 was only 0.015–0.018 ms because this fixture is sparse; at
this resolution and content, lower scene resolution did not pay for the output
resolve/composite. The depth-aware 2×2 history sampling is included in these
costs. A dense game scene, Release build, another driver or display path may
have different results. The renderer's synchronous full-frame capture makes
these CPU and GPU totals unsuitable as unqualified gameplay FPS predictions.
TAA and Upscale therefore remain opt-in. Compare Off and a jittered
current-only capture at the game's target resolution, watch thin-object peak
contrast and newly revealed edges, and profile the whole frame. These fixtures
are a bounded regression check, not parity with Unreal TSR, FSR or DLSS.
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