AAA overhaul — wave 4

capture wave4-r3 vs baseline · 18 frame pairs · generated 2026-07-28T04:53:14.193Z

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 fps121 -16.2% vs 144 frame work1.81ms +47.6% vs 1.22ms draw calls383 -17.4% vs 464 triangles784342 +11.7% vs 702141
penguin-village fps102 -29.2% vs 144 frame work2.93ms +88.9% vs 1.55ms draw calls707 -9.9% vs 785 triangles589734 +17.5% vs 501888

No console errors during capture.

Critic verdicts

blind-ab FAIL total 77

One build swept 18/18 (16 decisive, 2 clear, zero ties) — the side with a full sky, 3D rumble curbs, cast shadows and a typographic HUD. No pair was a tie, so the round accomplished something real. But the winner still FAILs at 77/110: camera 5, kart 5, materials 6. Four of eighteen winning frames have geometry inside the camera near volume.

sky 8lighting 7materials 6trackLegibility 8environment 8kart 5vfx 7camera 5post 8hud 8frameIntegrity 7

Blockers

Still wants fixing

Rubric critic — wave4-r3, all 18 frames read at full res plus targeted 2x crops, scored against docs/AAA_KART_RUBRIC.md on the 11-axis / 88-total scale given in the brief (the rubric doc's own header says 88/120 across 12 axes because it counts "Motion & feel", which stills cannot judge — I scored the 11 the brief names). Every claim below is backed by a pixel measurement or a named frame, not an impression. Sky/ground statistics computed with PIL over downsampled bands; near-clip flatness verified by direct pixel sampling; camera framing cross-checked against the source (chase block at ComebackCityThreeKartRace.jsx:8468 and collectCameraBlockers at :6151). FAIL total 71

71/110 — the best total yet (w1 57/64/42 → w2 63/67/62 → w3 65/63/60 → 71 now) and the first wave where the headline axis actually moved: Comeback City now throws real directional cast shadows (the kart-shaped mass on the road in p0_33/p0_67/p0_78/p0_9 is a genuine tier-1 shadow, not a blob decal), the item slot renders real icons, and zero console errors. But camera is still 5/10 and lighting 6/10, and both fail for the same reason: the guard that was rebuilt this wave only knows about STATIC scenery. Rival karts are explicitly excluded from both the blocker and occluder sets (MIN_OCCLUDER_EXTENT = 15 with the comment "None of those is a mass the camera can be swallowed by"), and in comeback-city-p0_45 and penguin-village-p0_24 the camera is swallowed by exactly that — a rival kart at near clip filling 30-40% of the frame, cut by two frame edges, with zero road visible. penguin-village-p0_9 still ships the ice wedge the round-4 code comment claims to have fixed: RGB(121,150,170) sampled identically at four points across the right third, a mathematically flat plane with no form at all. And Penguin Village's arctic-sunset identity is measurably unchanged after four waves: sky saturation 0.223 vs Comeback City's 0.672, R−B +12.7 vs +131.8, per-column R−B peak +32 vs +191. It is a hazy grey twilight with a thin coral stripe pasted along the zenith, not a storm front.

sky 7lighting 6materials 6trackLegibility 7environment 7kart 6vfx 6camera 5post 7hud 8frameIntegrity 6

Blockers

Still wants fixing

Artefact hunter — seams, voids, clipped/piercing geometry, z-fighting, shimmer, popping, floating objects, stray planes, camera-inside-geometry, shadow acne/peter-panning, HUD clipping. frameIntegrity weighted heaviest. All 18 wave4-r3 frames read at full res plus targeted crops and pixel measurements, diffed against wave3-r3. FAIL total 61

Comeback City finally has real cast shadows; Penguin Village has NONE — measured 4% delta under the kart at p0_06, and the contact zone reads BRIGHTER than open road on 2 of 3 sampled PV marks. Zero console errors, but two frames put the camera inside a rival kart and the boost glow paints a +120% brighter orange puddle where the grounding cue is supposed to be.

sky 7lighting 4materials 5trackLegibility 7environment 6kart 5vfx 5camera 4post 6hud 8frameIntegrity 4

Blockers

Still wants fixing

Every frame, before and after

comeback-city · progress 0.06 144fps / 464 draws  →  128fps / 383 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.15 144fps / 464 draws  →  118fps / 383 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.24 144fps / 464 draws  →  129fps / 383 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.33 145fps / 465 draws  →  123fps / 384 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.45 144fps / 465 draws  →  119fps / 384 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.56 143fps / 464 draws  →  126fps / 383 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.67 144fps / 465 draws  →  116fps / 384 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.78 144fps / 464 draws  →  118fps / 383 draws

BEFORE
before
AFTER
after

comeback-city · progress 0.9 144fps / 464 draws  →  109fps / 383 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.06 144fps / 778 draws  →  118fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.15 144fps / 786 draws  →  121fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.24 144fps / 786 draws  →  125fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.33 144fps / 786 draws  →  115fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.45 144fps / 786 draws  →  117fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.56 144fps / 787 draws  →  71fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.67 144fps / 786 draws  →  82fps / 708 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.78 144fps / 786 draws  →  83fps / 707 draws

BEFORE
before
AFTER
after

penguin-village · progress 0.9 144fps / 786 draws  →  85fps / 707 draws

BEFORE
before
AFTER
after