Add the optional Forward+ desktop HQ build
Package a Forward+ preset with volumetric fog, SDFGI and a volumetric flashlight for a separate Linux/Windows Desktop HQ zip. Gate the effects on a real RenderingDevice, tune LATE fog, and adapt local light falloff for Godot 4.7. Record the Compatibility/Forward+ A/B captures and metrics, add the artifact to the build/publish scripts, and keep the default Compatibility/Web path unchanged. Headless 231/231, Python 87/87; exported HQ binary boots with Vulkan.
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@@ -87,6 +87,8 @@ Artifacts are written to `build/` (all exports embed the PCK — single files):
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- `build/gig-line-macos-<version>.zip`
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- `build/gig-line-web-<version>.zip` — browser build (non-threaded Godot web
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template; unzip and serve the folder, no COOP/COEP headers required)
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- `build/gig-line-desktop-hq-<version>.zip` — optional Forward+ Windows/Linux
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build with `override.cfg`; requires a Vulkan-capable GPU/driver
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When run in CI (tags/dispatch), the build job also packages:
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@@ -95,6 +97,10 @@ When run in CI (tags/dispatch), the build job also packages:
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- `build/gig-line-<version>-x86_64.AppImage` — Linux AppImage (`packaging/linux/build_appimage.sh`,
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appimagetool via `APPIMAGE_EXTRACT_AND_RUN`)
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The optional Desktop HQ zip is assembled by `tools/build_releases.sh` from
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`packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable.
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It is not part of the default Compatibility/Web build.
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Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
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the NSIS installer requires `makensis` (covered by CI).
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@@ -115,7 +121,8 @@ GITEA_TOKEN=your_api_token ./tools/publish_release.sh 0.2.1
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The script creates (or reuses) the release from `project.godot`'s
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`config/version`, uploads the three portable artifacts **plus** the NSIS
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installer and AppImage when present, and prints the release URL. If CI already
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installer, AppImage, Web zip and Desktop HQ zip when present, and prints the
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release URL. If CI already
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published the release, re-running the script only adds missing assets.
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> **Host note**: the release is fully built by CI, but anonymous users can only
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.0`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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@@ -146,8 +146,8 @@ Future options include external analytics, cloud saves, or replay sharing, but t
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A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
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- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.3, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
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- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer and Linux AppImage, verifies the installer contents, and uploads the artifacts.
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- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the six artifacts. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
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- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts.
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- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
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- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
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### Release management
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@@ -160,7 +160,7 @@ Releases are produced from a tagged commit and published to the repository host'
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- Packaging — NSIS builds the Windows installer; `packaging/linux/build_appimage.sh` builds the AppImage.
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- [`RELEASING.md`](RELEASING.md) — step-by-step guide and release checklist.
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The release process is: bump the version, run the full test suite and `tools/check_screenshots.sh`, run `tools/build_releases.sh`, tag and push (CI publishes), then verify the README "Downloads" links and the six artifacts.
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The release process is: bump the version, run the full test suite and `tools/check_screenshots.sh`, run `tools/build_releases.sh`, tag and push (CI publishes), then verify the README "Downloads" links and the release artifacts.
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## 8. Cross-Cutting Concepts
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@@ -186,7 +186,8 @@ python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> --judge
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```
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`capture_realism.gd` runs six stages (day, portrait, evening, late, Joke Shop, studio);
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`--stages=day,late` limits it while tuning. The `portrait` shot freezes one NPC on open sidewalk
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`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
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night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
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and frames the face, which is the only capture that can judge avatar detail
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(`--portrait-type=N` picks a role). The texture-adoption run,
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[`docs/screens/realism/2026-11-01-adopt/`](../docs/screens/realism/2026-11-01-adopt/report.md),
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@@ -194,7 +195,10 @@ compares the pre-adoption captures with the current build: on the shots both set
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judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0, backdrop 0.6 → 1.6) and
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the Pillow metric gap fell 0.444 → 0.348. The character pass
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([`2026-11-01-npc/`](../docs/screens/realism/2026-11-01-npc/report.md)) adds the portrait shot and
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records the new faces, hands and sleeve cuffs. The gear-fit run
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records the new faces, hands and sleeve cuffs. The
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Forward+ A/B ([`2026-11-01-forward-plus/`](../docs/screens/realism/2026-11-01-forward-plus/report.md))
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compares the Compatibility entrance with the optional Desktop HQ preset.
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The gear-fit run
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([`2026-11-01-gear/`](../docs/screens/realism/2026-11-01-gear/report.md)) checks
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the sunglasses, bag and helmet against measured head/skirt bounds with
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`python3 tools/blender_assets.py fit`; it also fixed the portrait yaw and hid
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@@ -41,6 +41,7 @@ Implemented so far:
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
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- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
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- Input/reliability fixes: selecting a venue now releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status.
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- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures live in `docs/screens/realism/2026-11-01-forward-plus/`.
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- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
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- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
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@@ -0,0 +1,82 @@
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{
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"run": "docs/screens/realism/2026-11-01-forward-plus-eval",
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"judge_model": null,
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"sets": {
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"baseline": {
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"entrance_late": {
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"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
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"metrics": {
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"edge_density": 21.3,
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"fine_detail": 9.55,
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"contrast": 68.03,
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"saturation_mean": 127.45,
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"colour_spread": 67.44
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},
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"target_metrics": {
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"edge_density": 8.43,
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"fine_detail": 3.51,
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"contrast": 27.34,
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"saturation_mean": 159.44,
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"colour_spread": 26.61
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},
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"metric_gap": 1.568
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},
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"street_late": {
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"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
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"metrics": {
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"edge_density": 10.57,
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"fine_detail": 6.21,
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"contrast": 26.84,
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"saturation_mean": 74.1,
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"colour_spread": 26.55
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},
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"target_metrics": {
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"edge_density": 8.83,
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"fine_detail": 4.61,
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"contrast": 33.26,
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"saturation_mean": 188.16,
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"colour_spread": 35.38
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},
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"metric_gap": 0.247
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}
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},
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"candidate": {
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"entrance_late": {
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"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
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"metrics": {
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"edge_density": 19.31,
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"fine_detail": 8.37,
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"contrast": 55.27,
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"saturation_mean": 104.53,
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"colour_spread": 54.55
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},
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"target_metrics": {
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"edge_density": 8.43,
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"fine_detail": 3.51,
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"contrast": 27.34,
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"saturation_mean": 159.44,
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"colour_spread": 26.61
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},
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"metric_gap": 1.187
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},
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"street_late": {
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"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
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"metrics": {
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"edge_density": 11.4,
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"fine_detail": 6.21,
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"contrast": 27.58,
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"saturation_mean": 77.86,
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"colour_spread": 27.49
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},
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"target_metrics": {
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"edge_density": 8.83,
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"fine_detail": 4.61,
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"contrast": 33.26,
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"saturation_mean": 188.16,
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"colour_spread": 35.38
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},
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"metric_gap": 0.258
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}
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}
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}
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}
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@@ -0,0 +1,42 @@
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# Realism report: `docs/screens/realism/2026-11-01-forward-plus`
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| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| baseline | entrance_late | hollywood_entrance_rain_night | 1.568 | 21.3 | 9.55 | 68.03 | - | - | - | - | - |
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| baseline | street_late | boulevard_skyline_dusk | 0.247 | 10.57 | 6.21 | 26.84 | - | - | - | - | - |
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| candidate | entrance_late | hollywood_entrance_rain_night | 1.187 | 19.31 | 8.37 | 55.27 | - | - | - | - | - |
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| candidate | street_late | boulevard_skyline_dusk | 0.258 | 11.4 | 6.21 | 27.58 | - | - | - | - | - |
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Mean scores per set (all captured shots):
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| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| baseline | 2 | 0.907 | - | - | - | - | - | - |
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| candidate | 2 | 0.723 | - | - | - | - | - | - |
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## Desktop HQ A/B
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`baseline` is the normal GL Compatibility build; `candidate` is the same
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staging with `packaging/desktop_hq/override.cfg` beside the project (Forward+,
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SDFGI and volumetric fog). Both use `--stages=late --flashlight`.
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The entrance metric gap improved **1.568 → 1.187** and the two-shot mean
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**0.907 → 0.723**. The flashlight now lights the door instead of disappearing
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into the dark, while the LATE volumetric density (0.020) leaves the brick
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facade readable instead of washing it out. `street_late` is nearly unchanged
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(0.247 → 0.258), which is expected because the fog is tuned around the
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entrance.
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Capture command:
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```bash
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cp packaging/desktop_hq/override.cfg ./override.cfg
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xvfb-run -a godot --path . --script res://src/test/capture_realism.gd -- \
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--stages=late --flashlight \
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--out=res://docs/screens/realism/2026-11-01-forward-plus/candidate
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rm override.cfg
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```
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The vision judge could not run because `OPENROUTER_API_KEY` is invalid; the
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retry is recorded in `TODO.md`.
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