T048
VFX & game feel all-out: quality tiers incl. Ultra (bloom, shockwaves, debris, lights, screen shake + vibrate) in Feel Lab + guide
Evidence
From logs/evidence/T048/. Click a thumbnail for the full image.
Images (4)




Logs and data (2)
frame-times.json · 125 B · open
{
"high": {
"frames": 239,
"p50": 16.7,
"p95": 16.8
},
"ultra": {
"frames": 239,
"p50": 16.7,
"p95": 16.8
}
}tier-layers.json · 330 B · open
{
"ultra": {
"debris": 32,
"decals": 1,
"rings": 1,
"glints": 1,
"shockwaves": 1,
"impactFrames": 1,
"chromaPeak": 70,
"haptics": 3,
"deaths": 0
},
"low": {
"debris": 0,
"decals": 0,
"rings": 0,
"glints": 0,
"shockwaves": 0,
"impactFrames": 0,
"chromaPeak": 0,
"haptics": 3,
"deaths": 0
}
}Tests
$ pnpm --filter @zoen/wiki exec playwright test tests/feel-quality.spec.ts tests/feel-smoke.spec.ts --project=desktop$ pnpm --filter @zoen/wiki exec playwright test tests/feel-quality.spec.ts --project=desktop$ pnpm --filter @zoen/wiki exec playwright test tests/feel-quality.spec.ts tests/feel-smoke.spec.ts tests/site.spec.tsNotes
2026-10-04 02:05 UTC · feel-quality.json (Low/Mid/High/Ultra, haptics, settings, rules) drives the Feel Lab. Ultra: MSAA 4x at native DPR, 2048 shadows, debris (thin instances), scorch decals, dust rings, blade glint, FOV punch, directional camera kick, screen rattle, screen-space shockwave + colour split, impact frame, lingering light, motes, grain/sharpen. Haptics: Vibration API + gamepad dual-rumble after user activation. Fixed a latent bug: one-shot particle systems disposed the shared spark texture. Glow layer takes 20% of target hit flash (no white-outs). Frame p95 16.7 ms on High and Ultra. New clip feel-ultra.mp4 (2.9 MB). Docs: VFX, COMBAT, PERFORMANCE.
