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Faset_Engine/docs/manual/editor/temporal.md
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Document temporal quality captures and 720p costs
2026-09-24 05:03:07 +03:00

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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:

./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 for how to compare their timings fairly.

Native renderer users can make the same choice without modifying gameplay scripts:

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 contains source captures, paired image measurements and a bounded 720p cost profile.