AAA overhaul — wave 2

capture wave2-r3 vs baseline · 18 frame pairs · generated 2026-07-27T23:34:00.007Z

What I need from you: the technical calls are already handled — seams, shadows, z-fighting, frame rate and build health are measured and fixed automatically. What I cannot decide for you is taste: has the art direction drifted somewhere you did not ask it to go? Scroll the pairs, and tell me either "keep going" or which specific frames went the wrong way.

Performance

comeback-city fps143 -0.9% vs 144 frame work1.92ms +57.2% vs 1.22ms draw calls431 -7.1% vs 464 triangles755348 +7.6% vs 702141
penguin-village fps144 -0.1% vs 144 frame work2.56ms +65.1% vs 1.55ms draw calls753 -4.1% vs 785 triangles557070 +11.0% vs 501888

No console errors during capture.

Critic verdicts

Rubric critic — 11-axis scoring of tmp/aaa-visual/wave2-r3 (18 frames + capture-manifest.json) against docs/AAA_KART_RUBRIC.md, with per-frame pixel statistics (mean/saturation/sky chroma/clipped-white) and source reads of raceGrade.js, racePostChain.js, kartMaterials.js, camera/chaseCamera.js. FAIL total 63

Track identity is genuinely SOLVED — CC measures orange-dusk (sky 178-224 R / 58-79 B, sat 0.24-0.34) and PV measures cold blue (sky ~132,159,177, sat 0.15-0.20), and the grade behind it is a real authored filmic curve, not a dump. But the frame still fails on four hard blockers: the camera ends up INSIDE a rival kart in penguin-village-p0_67, three rival bodies still render as untextured grey placeholder boxes, hard rectangular shadow quads sit detached on the PV road, and drift/pickup VFX read as floating debris. 63/110.

sky 7lighting 5materials 5trackLegibility 6environment 7kart 6vfx 5camera 3post 7hud 7frameIntegrity 5

Blockers

Still wants fixing

Blind A/B judge — wave2-r3, 18 pairs, sides randomised, keys not read FAIL total 67

Clean 18-of-18 sweep for one build — but the losing side carries wave-1-era defects (black dome arc, pill-row HUD, stick speed-lines), so this set is current-vs-original-baseline, not a wave-2 isolation; the winner still scores 67/110 and fails on camera collision and flat untextured ground.

sky 7lighting 6materials 5trackLegibility 6environment 6kart 6vfx 7camera 5post 6hud 7frameIntegrity 6

Blockers

Still wants fixing

Artefact hunter — frame integrity only. All 18 wave2-r3 frames read at full res, diffed against the matching wave1-r3 frame, with pixel decoding (PIL) to confirm hard edges, stray-quad fills and particle tints, plus an import-graph trace of the wave-2 modules to explain why two blocker classes are byte-identical to wave 1. FAIL total 62

Wave 2's two wired modules (mid-ground belt + post chain) are a genuine, large win — boost trails no longer read as sticks in a single frame, the starting-grid slab and the pure-black road void are gone, and both tracks finally read as different places. But five wave-2 modules (chaseCamera.js, kartMaterials.js, raceGrade.js, raceVfx.js, speedBlurEffect.js) were written into the DEAD ArcadeRace3D harness tree and are never imported by the shipped monolith, so the camera-inside-geometry and placeholder-kart blockers are unchanged: penguin-village-p0_67 is still unshippable, 4 of 18 frames put the near plane inside a rival, and the hard-cut rectangle under the ice kart at p0_24 survived. 62/110.

sky 8lighting 6materials 4trackLegibility 6environment 7kart 4vfx 6camera 3post 7hud 8frameIntegrity 3

Blockers

Still wants fixing

Every frame, before and after

comeback-city · progress 0.06 144fps / 464 draws  →  144fps / 431 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.15 144fps / 464 draws  →  144fps / 431 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.24 144fps / 464 draws  →  144fps / 431 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.33 145fps / 465 draws  →  144fps / 432 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.45 144fps / 465 draws  →  144fps / 432 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.56 143fps / 464 draws  →  144fps / 431 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.67 144fps / 465 draws  →  132fps / 432 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.78 144fps / 464 draws  →  144fps / 431 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.9 144fps / 464 draws  →  144fps / 431 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.06 144fps / 778 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.15 144fps / 786 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.24 144fps / 786 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.33 144fps / 786 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.45 144fps / 786 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.56 144fps / 787 draws  →  144fps / 754 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.67 144fps / 786 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.78 144fps / 786 draws  →  143fps / 753 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.9 144fps / 786 draws  →  144fps / 753 draws

BEFORE
before
AFTER
after