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Aura3D 4.7.10

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@gchahal1982 gchahal1982 released this 03 Nov 01:39
· 86 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 4.7.12.

4.7.10 (2026-11-02)

GameUpgrades47 continuation after 4.7.9 (lane reports in docs/prds/game-upgrades-47/lanes/, "Wave 1 (post-4.7.9)" sections). A small release: Meshy models that had been generated but never used are wired into eight games where they did not lose a blind panel, the selective-bloom activation fixes, and a recorded decision on the five over-budget HDRIs. Presentation only: simulation, physics, scoring, input and the reference replays are unchanged.

Every wired view was judged blind by three judges against the 4.6.2 frame and against the live 4.7.9 frame of the same view, from remote software-WebGL2 captures. A swap that lost to 4.7.9 was reverted before this release: Glint Courier's two sentries (0 of 3 judges preferred them on all three views), Iron Crown's Colosseum weapon rack and forge anvil (2 of 3 preferred the old frame), Serpentine's sky pavilion (0 of 3 on all three views), Craterline's pylon (0 of 3 on both views), Duneglide's hoverboard (0 of 3 on one of four views), Apex Overdrive's rival interceptor (0 of 3 on the night view) and Shadowstep's dusk house (worse than 4.6.2 on its one finished view). Six of the seven beat 4.6.2 on every view they were judged on, but a view that loses to the live release (or to 4.6.2) does not ship; the lane reports keep the record.

Games

Game Change Panel vs 4.6.2 Panel vs 4.7.9
Thermal Drift two Meshy cast-iron towers replace the grey L and T towers (the old glowing window strips are gone) 3 better of 3 3 same of 3
Aura Diamond 3D a second seated-fan model (555 triangles) on about half of the stand seats 3 better of 3 3 same of 3
Aura Links 3D a Meshy gorse bush in the ground cover 1 better of 1 1 same of 1
Cumulus Dash a Meshy tower on the cloud route 1 better of 1 1 same of 1
Chroma Roll a Meshy paint-palette island 1 better of 1 1 same of 1
Saltwind Highway salt-faded bus and sedan traffic models 1 better of 1 1 same of 1
Grid Dispatch a Meshy Victorian facade in the city set 3 better of 3 1 better, 2 same of 3
Gridlock Courier pastel hatch and sedan traffic cars in the default look (in no captured frame) no 60 s frame (run limit); 25 s frame matches live no 60 s frame (run limit); 25 s frame matches live

Of the 48 finished Meshy models, 20 were wired by their game lanes and 11 of those ship here (in the eight games above); 9 lost a panel and were reverted; the other 28 were skipped for a stated reason (triangle or texture budget, a footprint that does not fit, a static mesh for an animated role, or missing idle and attack clips). Retextured models count as new models: Meshy re-normalised their meshes, so their geometry hashes changed.

Engine

  • Selective bloom (internal, still not a visible feature). Registered early post passes that carry an enabled predicate (the underwater distortion pass) no longer make every frame decline the separate-signal path; the second draw buffer is enabled only on frames that write the signal (this removes a WebGL2 INVALID_OPERATION on frames that declined late); the twin-program prewarm is derived once per program instead of every selective frame. A scene that does not ask for selective bloom renders exactly as before. The path still cannot be shown end to end on the remote software-WebGL2 runner: it reports POST_SELECTIVE_BLOOM_UNAVAILABLE:generated-programs-unavailable because that runner has no KHR_parallel_shader_compile, which the twin compile requires by design. It needs a real GPU.

Decisions

  • The five over-budget HDRIs stay as they are. rooftop_night, cobblestone_street_night, hangar_interior, kloppenheim_02 and indoor-workshop (1.64-1.77 MB at 1k) are at the lossless floor of the format and within 0.4% of Poly Haven's own 1k downloads; the best copy that stays within one tone-mapped level over the exposures the games use is still 0.65-1.5% over the 1.5 MiB budget, so no lossy copy was shipped. They are recorded as final exceptions (assets/art-direction/hdri-environments.json, public/hdri/ATTRIBUTION.md).

Known limits

  • Rubric below the PRD bar. No game scores 7 or more in all 12 categories (model judge, software WebGL2).
  • Distinctness pairs still below the bar (model judge, 48 trials, bar 0.8): Ion Circuit against Thermal Drift (0.69), Saltwind (0.59) and Craterline (0.71); Serpentine against Cumulus (0.77) and Shadowstep (0.59); Aura Hoops against Aura Diamond (0.73, shared athlete model); Cross Hop against Pip's Big Leap (0.79). They need new models; about 600 of the 697 planned Meshy rows are still ungenerated and the Meshy pool is exhausted until its credits reset.
  • Selective bloom activation is unproven (see Engine); Bunker Zero's 25/60 s texture deadline is unproven; game-checks still reports 41 borrowed-asset and 12 luma-band warnings.
  • Found, not fixed: the underwater distortion post pass never runs in shipped code (its on/off predicate reads a field that nothing writes).
  • Real-GPU judgement is owner-only (PRD D5).