Make RustRaptor the repository root and track its playable bundle
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# Desktop display measurements
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Local release measurements on 2026-10-10 used SDL's OpenGL renderer at
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1920×1080 fullscreen output, aspect correction, Scale4, no scanlines, and all seven Iron Coast
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packages. They include normal terrain, sprites, indexed shadows, effects and
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mod scripting. They exclude Cargo compilation.
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| Mode | Startup | Render work median | Render work 95th percentile | Frame median | Frame 95th percentile |
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| --- | ---: | ---: | ---: | ---: | ---: |
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| SD artwork | 2,345.82 ms | 7.40 ms | 8.76 ms | 7.52 ms | 8.88 ms |
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| HD artwork | 2,375.56 ms | 8.67 ms | 14.66 ms | 8.79 ms | 14.78 ms |
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Each run sampled 174 frames from a 180-frame flight, excluding five warmup
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frames and the screenshot frame. Work time excludes the presentation call;
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frame time includes it. Startup covers desktop-host construction and SDL setup;
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the preceding CLI catalog registration is excluded. The explicit one-millisecond smoke-loop sleep is
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outside both measurements. These short runs establish local performance for
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this scene and machine, not worst-case performance across every boss or device.
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The fixed 70/3 Hz simulation advances independently of display timing.
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From `RustRaptor/`, prepare two isolated profile configurations with
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`width = 1920`, `height = 1080`, `fullscreen = true`, `scale = 4`, `scanlines = false`, and
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`hd_mode = false` or `true`. Enable the mission's six dependencies and mission
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package in `enabled_mods`; see [Iron Coast](iron-coast.md). Run:
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```sh
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./run.sh --profile-root ../.reference/enemy-sd-profile \
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--preview-mission iron_coast_mission_1:mission_01 \
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--smoke-frames 180 --benchmark \
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--screenshot ../.reference/rustraptor-sd-1080-final.png
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./run.sh --profile-root ../.reference/enemy-hd-profile \
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--preview-mission iron_coast_mission_1:mission_01 \
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--smoke-frames 180 --benchmark \
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--screenshot ../.reference/rustraptor-hd-1080-final.png
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```
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Both captures were checked to be exactly 1920×1080. The benchmark reports the
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actual SDL output size, since a window manager can constrain a requested window.
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Use a real SDL display. Dummy-video screenshots verify raster composition but
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cannot measure GPU presentation. Frame-limited runs do not save pilots or
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settings. Profiles, caches and screenshots remain ignored local files.
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