Sequence
Capture
Cadence
Each capture is a separate Half-Life 2 recording with its own colour video,
lossless 16-bit depth sidecar, measured phase, and measured field of view. Switching keeps
every control below where you left it and resets only the temporal history, so the same
settings can be judged against different content. The selection is in the address bar
(?seq= and ?cadence=) if you want to come back to one.
Live percentages
Whole effect 100%
Ambient occlusion
Only100%
Reality extension
Only100%
One control over how far the effect is allowed to go. It scales transport
reach exponentially (50% reaches about 2.8 m, 100% reaches 4 m, 200% reaches 8 m, 400%
reaches 32 m) and the ceilings linearly: the positive-fill ceiling, the AO relief budget
(half a stop at 100%, one at 200%), and colour transfer. Fill fades out as a surface
approaches white, so pushing the control cannot wash out authored highlights, and the
sharp contact band never moves. 0-200% is the conservative range —
positive energy never exceeds one exposure stop. 200-400% is the dramatic
tier : up to two stops of fill and one and a half of AO relief. It exists so there
is somewhere to tone down from while grading a look; it is not the recommended default and
it has not been through temporal qualification, so expect the underlying gather's
instability to be amplified along with everything else.
Protect detected lights 100%
Diffuse history 85%
Diffuse light stabilization 350 ms
Applied light softness 100%
Damps both rising and falling diffuse illumination during a pan. History is
clipped to the current frame's local radius-32 light field before blending, so stale light
cannot paint an unrestricted trail over newly revealed geometry. Applied light softness
adds a cheap, post-history depth/normal-aware filter. Its radius grows with the measured
light-travel distance: local colour bleed stays tighter while sky/environment fill is
broader. The percentage scales that model globally; 0% is the unblurred comparison.
Neither control filters sharp AO.
Temporal caveat: this capture has no engine motion vectors.
Stationary holds rotate samples and converge at the selected history strength. During
depth-detected motion, sharp AO stays current-frame while rising and falling changes in the
softened bounce use bounded, neighborhood-clipped same-pixel history. Hard cuts reset both.
This is not motion reprojection—production camera-motion history still needs pose, vectors,
or qualified flow.
Execution
AO radius model
Adaptive 10 / 50 / 90 bands
Legacy fixed radius
Maximum AO reach 1.00 m
Adaptive mode uses a per-pixel radius of roughly 10% of view depth, capped by
the maximum above. Near geometry stays sharp; distant geometry receives broader world-space
shading. Every direction reserves taps near 10%, 50%, and 90% of that local radius.
Geometry extension
Off 64 px 128 px
GTAO quality
Medium High Ultra
Reset history
Colour is the streamed MP4; shader depth is a synchronized, codec-free
16-bit R2 sidecar (0.46 mm/code over this capture). Release claims still use the canonical
RGB24 + colour corpus and its manifest hash.