# PORT GATE: when a ported kill counts as PASSED (the user, 26 Oct 2026 ~18:45)

The user's words: "also when porting animation, u should test it very very well, well optmize, also check it on every
arena, check for any unrealism or glitch or looking like bug thing, if everyon of these pass then only it get passed, so
dont be hurry to start next weapone, optimize what u build".

A kill is PASSED only when EVERY item below is green and recorded on its sheet. One red item means NOT PASSED. There is
no partial pass and no "fix later". The weapon's porters do not start the next weapon until EVERY kill of the current
weapon (SMG: films, skins, mids) has PASSED. Finishing well beats finishing fast.

## 1. Parity (PORTING_GUIDE §5)
- The harness at all six gore levels (XT/VH/H/M/L/VL), every sampled frame within threshold, on the home arena.
- The rng draw count matches (rngtrace). Finals that differ on the page differ in the game too.

## 1b. The parity numbers that gate a kill (coordinator 27 Oct 00:45, replaces the page's 0.8 whole-frame SSIM)
The game draws the fighters, cosmetics and arena with its own art, so a whole-frame SSIM of 0.8 against the page can't be met even with exact poses (PEEPHOLE g2: poses 0.00 u, FILM region .58). The parity row passes when ALL of these hold at all six levels:
- POSES: every joint within 2 page units on every sampled frame (frame 0 included).
- RNG: the scene rng draw count exact at every sampled frame (rngtrace).
- BLOOD: splat and drop counts exact (the blood flight runs in doubles since 9c1e85ee).
- FILM-region SSIM (bodies + blood, cosmetics and arena masked; tools/kills/region_ssim.py) at least 0.50 on every sampled frame: a floor that catches a missing or wrong layer.
- The coordinator's side-by-side look.
Cosmetic and arena regions are reported, never gated.

## 1c. Arena plates and the film grade (coordinator 27 Oct 00:45)
- The page's arena plates are stale exports (other building shapes, an extra torch, props the game no longer has). They are re-exported from the current v4 arenas, the same framing and format.
- Page and game both apply ONE film grade over the real arena while a film plays: the darkening and cool tint that give the approved pages their mood, eased in over the trigger freeze and out over the hand-off (a deliberate transition, never a pop). One parameter table, used by both.

## 2. Performance (PORTING_GUIDE §5b; the user: "optimize what u build")
- The Mac player (SYSTEM's killsys:perf) is the reference, at LOW, MED and HIGH (FilmQ.LabForce) and again with
  `-perfslow 6`: frame p95 <= 16.7 ms, max <= 33 ms, begin <= 16.7 ms, 0 B GC per frame in steady state, no hitch at the
  film's start or end.
- VM C# build/update ms are reported as the CPU signal (the VM has no GPU).
- Every count goes through the FILM QUALITY caps; extras are MED+; panels/insets are off or a snapshot at LOW.
- Optimise the implementation first (cache, pool, bake, batch, half-rate small fx). Cut a visual only where a tier's
  budget can't be met otherwise, and say so on the sheet.

## 3. Every arena (KILL_PORT "every kill on every arena")
- The kill plays on ALL 18 arenas (home, stage58 staging, or a clean OWED fallback), at gore 5 and gore 0 at least, plus
  the mid-round ZONE version on every arena it can play (small maps included, as their switch allows).
- Each arena gets a strip of 6+ frames on the sheet (arena name on each).

## 4. The look: no unrealism, no glitch, nothing that looks like a bug (checked by eye, frame by frame, on every arena)
- Bodies: no limb through a wall, floor or platform; no body floating in the air or sinking into the ground; no body
  leaving the world or the frame by accident; joints never bend the wrong way unless the kill means it; no stretched or
  detached parts that the page doesn't have.
- Blood and fx: no blood hanging in mid-air, no splat on empty sky or off the surface, no decal floating over a gap;
  particles never freeze, pop in or out, or stay after the film; no flicker or z-fighting; layer order matches the page
  (nothing drawn behind what it should be in front of).
- Camera: no clipping through the level, no jump cut the page doesn't have, the subject never leaves the frame by
  accident, no black or empty frames, the gold FARIS BASHA plate always visible.
- Timing and sound: no stutter, hitch or speed change; sounds in sync with hits (the user's sound split: page-61 sounds
  only on AR, sniper, RPG, ice, glue, blink knife, golden gun, shrink ray, thunder hammer, speed sabre).
- Hand-off: the film starts and ends cleanly into gameplay (no pop of the real fighters, no leftover props, the HUD comes
  back right, the match state is unchanged by the film).
- Anything that could make a player think "that's a bug" fails, even if it is technically within parity numbers.

## 5. Edge cases (PORTING_GUIDE §7)
- Online (both clients see the same film), bots, practice, a SKIP press, other fighters nearby, the round-end flow, a low
  frame rate, the victim at the map's edge or on a moving platform.

## 6. The coordinator's look
- The sheet carries: parity at 6 levels, the PERF table per tier, the 18-arena strips, and the edge-case checks.
- The coordinator reviews every frame. Only then is the kill PASSED and allowed to merge.

## 7. Cosmetics and scene time (coordinator 26 Oct 23:24)
- Fighters wear their real gameplay cosmetics with the match's own art in the film; the harness masks headgear (reported separately) and checks the cosmetic draw is identical just before the trigger and just after hand-off.
- The scene clock and span bounds are double (or exact ticks), so span edges and rng draw counts match the page.
- The film keeps the real arena art; only the page's grade on top is matched; page arena plates follow the game's arenas (coordinator 27 Oct 00:01).
