fix(scene): drop the first-frame precompile; record round 4 test evidence
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@@ -28,9 +28,14 @@ The site now plays like the opening of a film: crane shot, title card, then a dr
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- Three instanced draws; vehicle count is 14, 10 or 7 depending on tier.
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4. **Wet road.** The asphalt now picks up a sun glare column, headlight throw from the car, and pylon reflections that travel with the drive.
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5. **The sun.** A saturated vermilion-to-gold disc, held below the ACES shoulder so it no longer washes out to cream.
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6. **Opening crane.** On a fresh load at the top of the page, the camera starts high and looking at the sun, then cranes down to the car over 4.2 s with letterbox bars. Scrolling speeds it up five times.
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6. **Opening crane.** On a fresh load at the top of the page, the camera starts high and looking at the sun, then cranes down to the car over 4.2 s with letterbox bars. The shot cuts straight to the chase framing in four cases:
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- the visitor scrolls;
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- the visitor navigates;
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- a sign starts to arrive (signs latch their placement against the chase camera);
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- three frames take longer than 100 ms.
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7. **Exit gates (the chapter cut).**
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- On every chapter change, nine light gates in the next chapter's accent colour rush past in about two seconds. The frame flashes slightly and the field of view opens.
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- On every chapter change, nine light gates in the next chapter's accent colour rush past in about two seconds. The frame flashes slightly and bloom lifts.
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- The field of view stays fixed, so sign placement does not move. The gate shader warms up during the first frames.
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- The audio answers with a pass-by: a band-passed air sweep that pans left to right. Its nodes are allocated in advance, so a chapter change only schedules automation.
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8. **Title card and night plates.**
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- The hero name is a large Outrun chrome title with a clip-path reveal that runs only under `prefers-reduced-motion: no-preference`.
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@@ -62,11 +67,23 @@ The site now plays like the opening of a film: crane shot, title card, then a dr
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| contact | 200 | 184 |
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p95 frame time is 8.4 ms everywhere.
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- Browser suite (`npm run test:browser`, 65 or 64 failures against the 63-entry baseline). Compared with the baseline:
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- **Fixed:** two desktop keyboard-focus tests.
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- **Pass alone, fail sometimes under 4 workers on SwiftShader:**
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- `journey-integration:473` (sign bounds about 16–36 px past the limit);
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- `journey-integration:508`;
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- `arrival-finale`;
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- `contact-refinements:22`;
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- mobile `bfcache:50`;
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- the known `:391` flake.
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- **Why:** these assertions are timing- and geometry-sensitive, and the margin shrank because the scene costs more per frame.
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- No test was edited.
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- After shots: `round4/after-*.webp`, `round4/after-sheet.webp`, `round4/after-mobile-sheet.webp`.
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## Honest regressions and open items
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- FPS is about 6–9% lower, mainly from the lens pass and the traffic.
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- Several browser tests (listed above) are now load-sensitive. They need either a cheaper path for software GL or wider timing margins in the tests, and I did neither.
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- The first frame at `start` has one worst-case spike of about 196 ms from shader compiles.
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- The letterbox and lens effects appear only on post-processing tiers. The low tier gets the grade, the skyline, the gates and reduced traffic.
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- The hero copy at 390 px still overlaps the car once the crane settles. This was true before this round too.
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