SSR ships off — it was the sparkles (indoor blizzard, bisect-proven)#35
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The user's sparkle report, run to ground with the f12-live bisect:
white render-texel speckles blanketing every interior surface of the
house, worst on the ceiling. Present with SSGI off, SSAO off and
SHADOWS off; gone the instant SSR is off. The march on rough interior
concrete hits bright window/sky content through the Hi-Z pyramid;
single-texel hits become fireflies against the dim interior, widened
into blocks by the TSR upscale.
Turning SSR off here is a pure quality WIN, not a tradeoff: this
game's water reflections are the planar probe (separate system), and
the July audit measured SSR invisible outdoors ('no receivers in this
scene'). Interiors are the only place it showed, and what it showed
was the blizzard. The settings row stays for A/B; engine EN-061
carries the real SSR fix (roughness cutoff, firefly clamp, Hi-Z hit
validation) and the re-enable criterion.
Verified: INDOORCAM+AITEST captures - blizzard on ssr:1, clean
interior on ssr:0 via settings alone (tools/.testout/bliz-on.png vs
bliz-fixed.png); title boot smoke clean.
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The sparkle report closed with evidence: white firefly texels blanketing house interiors — survives SSGI/SSAO/shadows off, vanishes with SSR off. Captures:
tools/.testout/bliz-on.pngvsbliz-fixed.png.Pure quality win, no tradeoff: water uses the planar probe, SSR was measured invisible outdoors (July audit: 'no receivers'), and interiors only got the blizzard from it. Settings row stays for A/B; engine EN-061 carries the real SSR firefly fix and the re-enable criterion. (+0.2 ms back, incidentally.)