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Predictions vs real renders

Every preset on this page is a checkpoint preset. Each one was drawn at random from the 9,606 bundled presets with a pre-registered seed, predicted from its source, frozen and hashed, and only then rendered by the real engine. An entry puts the frozen prediction image next to the emulator render at the same moment, then adds a clip of the render, the measurements of both, the look description written before the render, and the moods the preset carries in the app.

The selection favours chaotic presets that the analysis gets right, such as fast particle storms, fluid turbulence and feedback that churns every frame. These are the hardest test, because a small error in any mechanism (the warp, the decay orbit, a colour formula, the random stream) grows with every frame of feedback. Misses are in the last section.

How to read the numbers

Brightness and saturation are means over the picture, on a scale of 0 to 1. Change per frame is the mean absolute difference between consecutive frames, which measures how busy the picture is. Layout correlation compares blurred brightness maps; 1.0 means the bright and dark regions are in the same places. Single frames of chaotic presets can differ even when the analysis is right, so the averages over frames 60 to 149 (2 to 5 s) carry more weight. All renders use the published core library 2.3.34 in an Android emulator at 480×270, with synthetic 110 BPM audio.

Flashing content

The clips contain fast motion. Presets that flash (10 or more brightness jumps per 10 s in the engine ruler) are shown as stills only, with no clip.

Chaos, storms and turbulence

suksma - delicious carnal amorality

suksma - delicious carnal amorality.milk · checkpoint r132

Prediction for suksma - delicious carnal amorality Real render of suksma - delicious carnal amorality

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

suksma - delicious carnal amorality: render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.424 0.424
Mean colour, frame 149 (0.36, 0.43, 0.53) (0.35, 0.43, 0.54)
Brightness, frames 60-149 0.385 0.392
Saturation, frames 60-149 0.348 0.362
Change per frame, 60-149 0.1730 0.1729

Layout correlation: 0.91 for the single frames, 0.99 for the time-averaged pictures.

Written before the render (SDK look description):

Overall this should read as a mid-brightness, blue-dominated, softly hazy picture. The simulated display statistics put mean luminance around 0.39 (calibrated interval 0.15-0.58), with about 90% of the screen coloured and nearly all of it blue (hue share 0.993 blue, a trace of cyan, saturation about 0.42). Warm/cool is clearly cool (about -0.44). The steady-state hue cue is also blue.

A dense blue particle storm spirals into a smeared vortex, with every streak redrawn and smeared each frame. The strip shows the prediction tracking the vortex, the haze and the bright core frame by frame.

In the app: Energy Normal, Intense · Brightness Balanced · Colour Cool · Palette Blue · Main colour Blue · Style Tunnel, Particles

Crystal Liquid - the lights at night spikes

ShadowHarlequin - Crystal Liquid - [EoS + Phat - the lights at night_spikes].milk · checkpoint r208

Prediction for Crystal Liquid - the lights at night spikes Real render of Crystal Liquid - the lights at night spikes

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Crystal Liquid - the lights at night spikes: render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.219 0.219
Mean colour, frame 149 (0.17, 0.22, 0.35) (0.17, 0.22, 0.35)
Brightness, frames 60-149 0.203 0.206
Saturation, frames 60-149 0.556 0.561
Change per frame, 60-149 0.1023 0.0964

Layout correlation: 0.99 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Colours: the calibrated estimate gives mean luminance about 0.34 (range 0.16 to 0.56), saturation about 0.5, and a cool lean. Likely hues are blue (about 0.52), then green (about 0.19), purple (about 0.11) and pink (about 0.11). The sources agree. The built-in circle has blue 0.98, with red and green varying with bass and treble. The 512-point custom wave is blue, purple and cyan at about half alpha.

Liquid, textured turbulence with a violet glow. The single frames have the same mean colour to two decimals, (0.17, 0.22, 0.35).

In the app: Energy Normal · Colour Cool · Palette Blue · Main colour Blue · Movement Drifting · Style Kaleidoscope

Serge mashup001

Serge mashup001.milk · checkpoint r206

Prediction for Serge mashup001 Real render of Serge mashup001

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Serge mashup001: render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.556 0.546
Mean colour, frame 149 (0.97, 0.43, 0.55) (0.95, 0.43, 0.53)
Brightness, frames 60-149 0.313 0.313
Saturation, frames 60-149 0.811 0.813
Change per frame, 60-149 0.0248 0.0253

Layout correlation: 1.00 for the single frames, 0.99 for the time-averaged pictures.

Written before the render (SDK look description):

Colours: the calibrated display estimate puts the picture at moderate brightness (mean luminance about 0.34, range 0.16 to 0.57) and strong saturation (about 0.72). The likely leading hues are red (about 0.35 of coloured pixels), pink (about 0.30) and orange (about 0.19), with a little yellow. This matches the sources: two custom point layers are pink (1.0, 0.3, 0.6) and two are orange (1.0, 0.7, 0.1), each 512 points at about half alpha.

An exploding starburst in pink, red and yellow. Its palette, dark rays and bright centre all come from the source maths.

In the app: Energy Normal, Chill · Colour Vivid, Warm · Palette Red, Pink, Orange · Main colour none · Movement Drifting · Style Tunnel, Particles

suksma - more Martinik theft

suksma - more Martinik theft.milk · checkpoint r39

Prediction for suksma - more Martinik theft Real render of suksma - more Martinik theft

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

suksma - more Martinik theft: render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.732 0.761
Mean colour, frame 149 (0.60, 0.75, 0.95) (0.64, 0.78, 0.95)
Brightness, frames 60-149 0.687 0.723
Saturation, frames 60-149 0.413 0.364
Change per frame, 60-149 0.1004 0.0955

Layout correlation: 0.99 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture: a feedback scene built from several point-cloud "dust" layers (four custom waves, 512 points per frame each) plus one built-in audio waveform line (mode 7, two parallel left/right traces centred on screen). The points have closed-form positions, so they form smooth curves or sweeps of dots, not tracked particles. Two layers (wave_1, wave_2) are grayscale, spread over roughly the left/upper-centre area with moderate alpha (about 0.16 and 0.20).

Flickering, blown-out panels of blue and white light. The picture is busy (0.10 change per frame), yet the predicted brightness is within a few percent. It flashes (22 brightness jumps per 10 s in the engine ruler), so it is shown as stills only and is not a No strobe preset.

In the app: Energy Intense · Brightness Bright · Colour Cool · Palette Blue, Green, Cyan · Main colour none · Movement Fast · Style Particles

Royal - Mashup (190)

$$$ Royal - Mashup (190).milk · checkpoint r153

Prediction for Royal - Mashup (190) Real render of Royal - Mashup (190)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Royal - Mashup (190): render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.259 0.250
Mean colour, frame 149 (0.32, 0.24, 0.31) (0.30, 0.23, 0.30)
Brightness, frames 60-149 0.165 0.161
Saturation, frames 60-149 0.392 0.400
Change per frame, 60-149 0.0418 0.0414

Layout correlation: 1.00 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Brightness and colour: I expect a mostly neutral, grey-to-white picture on a black background, with possible green accents. The feedback canvas settles to a grey level (about 0.19 per channel), and the composite amplifies it steeply: a canvas level of 0.25 or more is shown as full white. So lit areas should read as bright, washed-out white or grey, and dim areas as black.

Shards and rings rotate out of the dark. As the strip shows, the analysis predicted the full sequence of the first five seconds.

In the app: Energy Normal · Palette Green, Blue, Red, Orange, Yellow, Pink · Main colour none · Movement Drifting · Style Particles

martin - time machine (roam3)

martin - time machine roam3 hosbital bilsce.milk · checkpoint r125

Prediction for martin - time machine (roam3) Real render of martin - time machine (roam3)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

Prediction Render
Brightness, frame 149 0.433 0.423
Mean colour, frame 149 (0.44, 0.43, 0.39) (0.43, 0.43, 0.38)
Brightness, frames 60-149 0.342 0.340
Saturation, frames 60-149 0.316 0.314
Change per frame, 60-149 0.2965 0.3176

Layout correlation: 1.00 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Approximate look after about 5 seconds: a mid-to-dark, green-tinted screen seen through an embossed (relief) composite, with a central ring-like disc, a horizontal line of coloured points across the middle, and a few small orange squares near the centre band. I expect it to be busy and possibly flickery rather than calm. Confidence is low to moderate; several decisive parts are unresolved.

A hard strobe (163 brightness jumps per 10 s in the engine ruler), predicted frame by frame. Over frames 60 to 149 the mean colour is 0.284/0.367/0.259 predicted and 0.283/0.366/0.259 rendered. The frame-by-frame brightness series also matches: at its brightest sampled frame it is 0.69 predicted and 0.70 rendered. The look description written before the render said the preset is not safe for a No strobe setting. It is shown as stills only.

In the app: Energy Intense · Brightness Balanced · Palette Green, Cyan, Blue · Main colour none · Movement Fast · Style Geometric

Fluid and organic

Various - Fire and Brimstone

Various - Fire and Brimstone.milk · checkpoint r101

Prediction for Various - Fire and Brimstone Real render of Various - Fire and Brimstone

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Various - Fire and Brimstone: render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.405 0.411
Mean colour, frame 149 (0.66, 0.36, 0.08) (0.66, 0.37, 0.08)
Brightness, frames 60-149 0.476 0.477
Saturation, frames 60-149 0.876 0.876
Change per frame, 60-149 0.0141 0.0141

Layout correlation: 0.93 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture. "Various - Fire and Brimstone" is a feedback-driven preset: most of what is on screen is a self-evolving, smeared, organic texture rather than a few drawn objects.

Flame-like turbulence grows from green into red, yellow and black. The predicted brightness stayed within 0.005 of the render at every sampled frame. The picture is fire-coloured because the warp keeps red and green and cuts blue; the feedback maths page explains how.

In the app: Brightness Bright · Colour Vivid, Warm · Palette Green, Red, Yellow · Main colour none · Style Liquid

EoS + Phat - chasers 14 (Flowering Phoenix mix)

EoS + Phat - chasers 14 sentinel 617_beta5_v2_Flowering_Phenoix_Mix.milk · checkpoint r147

Prediction for EoS + Phat - chasers 14 (Flowering Phoenix mix) Real render of EoS + Phat - chasers 14 (Flowering Phoenix mix)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

EoS + Phat - chasers 14 (Flowering Phoenix mix): render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.267 0.275
Mean colour, frame 149 (0.54, 0.21, 0.01) (0.55, 0.22, 0.01)
Brightness, frames 60-149 0.313 0.320
Saturation, frames 60-149 0.875 0.873
Change per frame, 60-149 0.0311 0.0296

Layout correlation: 0.98 for the single frames, 0.99 for the time-averaged pictures.

Written before the render (SDK look description):

Structures: four custom waves of 512 points each. They are orange (two layers, one faint), red, and a pale yellow. They are drawn at about 50% alpha, so they read as dotted traces or point clouds, not solid lines. A built-in stereo-trace dot wave sits at screen centre but has alpha 0.001, so it is effectively invisible. Three polygons sit behind or around them. A very large 36-sided textured white disc at 50% alpha covers the whole screen and probably adds a soft texture wash.

Feathered orange and red flames over a mirrored figure. The prediction is close to frame-exact.

In the app: Energy Chill · Colour Vivid, Warm · Palette Red, Orange · Main colour none · Movement Drifting · Style Kaleidoscope, Particles

EoS / Phat - Dark heart

EoS_Phat Dark_heart_nobal_cause.milk · checkpoint r105

Prediction for EoS / Phat - Dark heart Real render of EoS / Phat - Dark heart

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.264 0.264
Mean colour, frame 149 (0.51, 0.19, 0.30) (0.51, 0.19, 0.30)
Brightness, frames 60-149 0.258 0.259
Saturation, frames 60-149 0.720 0.720
Change per frame, 60-149 0.0301 0.0302

Layout correlation: 1.00 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture. A dark screen carrying a red-and-pink dotted cross at the centre, smeared by feedback into swirling, centre-pulling streaks. The drawn content is four 512-point custom waves (mechanism "point_cloud_primitive"/"custom_wave_primitive", independent particles not proven).

Feedback smears a red and pink cross on a dark screen into swirling streaks that pull towards the centre.

In the app: Energy Normal, Chill · Colour Vivid, Warm · Palette Red, Pink · Main colour none · Style Kaleidoscope, Particles

Phat / Aderrasi - Chromatic Abyss (the other side)

Phat_Aderrasi - Chromatic Abyss (the other side)_PhatColours6.milk · checkpoint r155

Prediction for Phat / Aderrasi - Chromatic Abyss (the other side) Real render of Phat / Aderrasi - Chromatic Abyss (the other side)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.261 0.219
Mean colour, frame 149 (0.28, 0.26, 0.23) (0.26, 0.20, 0.26)
Brightness, frames 60-149 0.400 0.396
Saturation, frames 60-149 0.184 0.160
Change per frame, 60-149 0.0303 0.0282

Layout correlation: 0.99 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Brightness and colour: the calibrated estimate says medium-bright (mean luminance about 0.53, range 0.34 to 0.76) and only weakly saturated (about 0.21), with no clear warm or cool lean. The composite brightens up to roughly 2x (gamma 1.98) and blends a 50% copy of the image over itself, which should push the picture toward pale, near-white tones. The source does not fix the hues.

A swirling vortex of grey and dark colour. Over time, brightness and structure are exact (time-average layout 0.997). The hue of the swirl differs between prediction and render because part of its colour depends on the random tint drawn at load.

In the app: Energy Chill · Brightness Bright · Palette Blue, Pink, Green, Purple, Cyan · Main colour none · Comfort No strobe

Symmetry, structure and geometry

EoS and Zylot - skylight (Stained Glass Majesty mix)

EoS and Zylot - skylight (Stained Glass Majesty mix).milk · checkpoint r154

Prediction for EoS and Zylot - skylight (Stained Glass Majesty mix) Real render of EoS and Zylot - skylight (Stained Glass Majesty mix)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

EoS and Zylot - skylight (Stained Glass Majesty mix): render (top) and prediction (bottom) at 1 to 5 s

Render (top) and current prediction (bottom) at 1, 2, 3, 4 and 5 seconds.

Prediction Render
Brightness, frame 149 0.566 0.582
Mean colour, frame 149 (0.57, 0.56, 0.58) (0.62, 0.56, 0.63)
Brightness, frames 60-149 0.428 0.406
Saturation, frames 60-149 0.265 0.376
Change per frame, 60-149 0.0249 0.0240

Layout correlation: 0.97 for the single frames, 0.99 for the time-averaged pictures.

Written before the render (SDK look description):

Feedback: decay is 1.0 and the warp is nearly the identity (zoom 1, rotation 0, no translation, tiny warp 0.01). So nothing flows, spins or zooms, and drawn content is never faded by the decay. Whatever gets painted stays and piles up. The only erasing is a thin black border (about 1% of the screen) redrawn every frame. Expect no streaks or tunnel; the picture changes only by new drawing on top of old.

With decay 1.0 and an almost identity warp, nothing flows, and the picture changes only as new drawing piles up on old. The analysis says exactly that, and the strip shows the spiral building up on the same schedule.

In the app: Energy Chill · Brightness Bright · Palette Red, Green, Pink, Cyan, Blue, Orange · Main colour none · Movement Drifting · Style Particles · Comfort No strobe

EoS - repeater 06 (rave on a lot of acid)

EoS - repeater 06 - rave on a lot of acid.milk · checkpoint r91

Prediction for EoS - repeater 06 (rave on a lot of acid) Real render of EoS - repeater 06 (rave on a lot of acid)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.216 0.260
Mean colour, frame 149 (0.05, 0.26, 0.30) (0.05, 0.32, 0.32)
Brightness, frames 60-149 0.136 0.160
Saturation, frames 60-149 0.617 0.627
Change per frame, 60-149 0.0208 0.0215

Layout correlation: 0.96 for the single frames, 0.95 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture. This is a feedback-driven scene built from four large four-sided polygons (radius about 0.89 NDC, so each is huge and they overlap heavily), four custom 512-point waveform/point layers (wave_0 to wave_3, positions are closed-form functions of time, not tracked particles), plus the built-in wave drawn as dots (mode 2, a stereo X/Y trace centred at 0.5, 0.5).

A mirrored grid of green and blue acid shapes, made of four huge overlapping polygons and four point layers that the composite tiles.

In the app: Energy Chill · Colour Vivid · Palette Pink, Green, Blue, Red · Main colour none · Style Kaleidoscope, Particles

EoS - glowsticks v2 03 (roaming)

EoS - glowsticks v2 03 music shifter edit b (Stahl's Reactive RMX) [+ flexi's reflections] [roaming].milk · checkpoint r43

Prediction for EoS - glowsticks v2 03 (roaming) Real render of EoS - glowsticks v2 03 (roaming)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.155 0.172
Mean colour, frame 149 (0.08, 0.19, 0.06) (0.09, 0.20, 0.07)
Brightness, frames 60-149 0.157 0.166
Saturation, frames 60-149 0.648 0.626
Change per frame, 60-149 0.0417 0.0429

Layout correlation: 0.98 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture: a black canvas with sparse, glowing line-and-dot work drawn over a strongly zooming feedback trail. The drawn elements are a stereo X/Y waveform trace rendered as dots at screen centre (built-in mode 2, left/right audio as the two axes), two custom point-cloud waves of 512 points each, and two five-sided polygon shapes with oversized nominal radii (about 1.76 and 1.07 NDC).

A strong zooming feedback trail repeats green and red glowsticks across the screen.

In the app: Energy Normal · Colour Vivid · Palette Pink, Green, Blue, Red · Main colour none · Movement Drifting · Style Particles

298

298.milk · checkpoint r170

Prediction for 298 Real render of 298

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.131 0.130
Mean colour, frame 149 (0.08, 0.15, 0.10) (0.08, 0.15, 0.10)
Brightness, frames 60-149 0.071 0.069
Saturation, frames 60-149 0.548 0.569
Change per frame, 60-149 0.0343 0.0333

Layout correlation: 1.00 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Colour: the built-in wave is a dim orange-brown dot trace. Its alpha is only 0.001, so it is nearly invisible. Custom waves 0 and 1 carry broad, saturated hues (green, orange, blue, cyan, pink, purple, mean saturation about 0.91). Their hue varies along the trace, so it looks like a multicolour dotted line, not one tint. Waves 2 and 3 are authored orange and red-orange dot clouds. A small five-sided shape is white at the centre and blue toward the edge.

Multicoloured dotted traces over a zooming green shape. The predicted brightness is exact to 0.002.

In the app: Palette Pink, Green, Blue, Orange · Main colour none · Movement Drifting · Style Particles

suksma - out of fuckus (newband plays harry partch)

suksma - out of fuckus newband plays harry partch - shf.milk · checkpoint r74

Prediction for suksma - out of fuckus (newband plays harry partch) Real render of suksma - out of fuckus (newband plays harry partch)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.068 0.063
Mean colour, frame 149 (0.03, 0.08, 0.09) (0.02, 0.07, 0.09)
Brightness, frames 60-149 0.029 0.030
Saturation, frames 60-149 0.896 0.898
Change per frame, 60-149 0.0092 0.0095

Layout correlation: 0.98 for the single frames, 0.99 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture: a dark, soft, smoky feedback canvas with four custom line-waveform layers (512 points each) drawn into it. The strongest visible drawn element is wave_1, a translucent (mean alpha about 0.5), highly saturated line (mean saturation 0.99) coloured about 86% pink, 11% purple and 3% blue. wave_3 is a very faint grey line (alpha about 0.025) that adds only a subtle haze.

A dark, smoky canvas with a single bright vertical trace and glowing caps. The frozen prediction matches the render almost exactly (single-frame layout 0.98, mean colour equal to 0.001). The shipped mood is Intense, though, and the render is calm (0.008 change per frame), so this is one of the wrong Intense labels. The prediction image and the mood come from different paths, because images are never used for moods, and the calibrated activity estimate misreads this preset.

In the app: Energy Intense · Brightness Dark · Colour Vivid, Cool · Palette Blue, Green · Main colour none · Style Kaleidoscope

fiShbRaiN - quark matrix

fiShbRaiN - quark matrix.milk · checkpoint r143

Prediction for fiShbRaiN - quark matrix Real render of fiShbRaiN - quark matrix

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.063 0.079
Mean colour, frame 149 (0.03, 0.03, 0.46) (0.04, 0.05, 0.42)
Brightness, frames 60-149 0.026 0.030
Saturation, frames 60-149 0.886 0.858
Change per frame, 60-149 0.0320 0.0332

Layout correlation: 0.82 for the single frames, 1.00 for the time-averaged pictures.

Written before the render (SDK look description):

Structures: a thick, additive stereo waveform trace (built-in mode 3, driven by left and right channels) centred on the screen, drawn as a Lissajous-like line. Four custom 512-point waves are layered with it. Their positions are known only as closed-form functions of bass, mid and treble, so I cannot say where they sit. At the centre there is a very large 4-sided shape, radius about 1.79 in NDC.

A deep-blue field with a thick waveform trace and a pale crosshair. The overall field and level are exact, but the details of the line differ.

In the app: Brightness Dark · Palette Blue, Green · Main colour none

Where it misses

Some predictions are wrong. The entries below show the main kinds of miss and what each one taught.

hyperbottock - terribly healthy society

hyperbottock scream troy knob scan nz+ sectsiscentialist phuqstiq terribly sick individual critisizes terribly healthy society.milk · checkpoint r186

Prediction for hyperbottock - terribly healthy society Real render of hyperbottock - terribly healthy society

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

Prediction Render
Brightness, frame 149 0.303 0.385
Mean colour, frame 149 (0.28, 0.33, 0.10) (0.50, 0.34, 0.47)
Brightness, frames 60-149 0.294 0.301
Saturation, frames 60-149 0.366 0.383
Change per frame, 60-149 0.2419 0.2338

Layout correlation: -0.49 for the single frames, 0.98 for the time-averaged pictures.

Written before the render (SDK look description):

Drawn content: a ring of dots from a rotating stereo trace sits at screen centre, with a tiny effective radius, so it reads as a small spinning dot cluster. A 512-point custom curve is multicoloured (grey, red, blue, green, yellow mixes). A group of 1024 twenty-sided polygon copies and 33 thirty-two-sided copies move with the audio, and a second black 256-point curve can cut dark lines through the colour.

This is a colour miss. Structure and brightness agree, but the prediction is green and red where the render is pink and black. Several of this preset's colours come from values redrawn at random, and the analysis knows their range but not the actual draw. The preset also strobes (108 brightness jumps per 10 s), so it is shown as stills only.

In the app: Energy Intense · Brightness Balanced · Colour Vivid · Palette Green, Blue, Pink · Main colour none · Movement Fast · Style Kaleidoscope, Liquid, Geometric, Particles

suksma - tetraxectsual (Isosceles edit 16)

suksma - tetraxectsual aeliaen kkuhltz --- Isosceles edit16.milk · checkpoint r163

Prediction for suksma - tetraxectsual (Isosceles edit 16) Real render of suksma - tetraxectsual (Isosceles edit 16)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

Prediction Render
Brightness, frame 149 0.587 0.765
Mean colour, frame 149 (0.84, 0.57, 0.01) (0.92, 0.79, 0.06)
Brightness, frames 60-149 0.437 0.541
Saturation, frames 60-149 0.994 0.982
Change per frame, 60-149 0.1056 0.0884

Layout correlation: 0.75 for the single frames, 0.98 for the time-averaged pictures.

Written before the render (SDK look description):

Structure: the warp is a source-point radial mechanism covering the whole screen, converging on a fixed centre (0.5, 0.5). Everything drawn is smeared into coloured rays or spokes radiating from the middle, with colour varying by angle. Drawn on top is a 44-sided, almost circular polygon of radius about 0.81 near the centre. It drifts very slowly (a few hundredths of a screen, with periods of roughly 9 s).

This is a level miss. Structure and palette are right (layout 0.98, a red-orange-yellow fire ramp with near-zero blue). The canvas level, though, is about 20% low (0.48 against about 0.58) and sits behind a steep composite curve, so the prediction is a darker orange where the render is bright yellow. Errors in the feedback level are the most common kind of miss. The preset pulses hard with the music (125 jumps per 10 s), so it is shown as stills only.

In the app: Energy Intense · Brightness Bright · Colour Vivid, Warm · Palette Orange, Yellow · Main colour none · Movement Drifting

Stahlregen & Boz - Machine Code (Reaction Diffusion)

Stahlregen & Boz - Machine Code (Reaction Diffusion)_1 - Isosceles Tweak 04.milk · checkpoint r122

Prediction for Stahlregen & Boz - Machine Code (Reaction Diffusion) Real render of Stahlregen & Boz - Machine Code (Reaction Diffusion)

Left: frozen prediction. Right: emulator render, frame 149 (5.0 s).

The real render, 2 to 8 s (muted).

Prediction Render
Brightness, frame 149 0.461 0.440
Mean colour, frame 149 (0.46, 0.46, 0.46) (0.44, 0.44, 0.44)
Brightness, frames 60-149 0.506 0.464
Saturation, frames 60-149 0.000 0.000
Change per frame, 60-149 0.1353 0.1415

Layout correlation: 0.10 for the single frames, 0.84 for the time-averaged pictures.

Written before the render (SDK look description):

Core picture

Here the miss is in the chaotic detail. The single frames barely correlate (0.10), yet the analysis is right: grey reaction-diffusion stripes grow upward on the same schedule, and the time-averaged pictures correlate at 0.84. For chaotic presets, only the statistics can match.

In the app: Brightness Bright · Colour Monochrome · Palette none (grey) · Main colour none · Comfort No strobe

More checkpoints

The research branch keeps every checkpoint in docs/superpowers/evidence/source-understanding-checkpoints-2026-10-11/, nearly 400 folders in all. For each checkpoint it stores the selection, the frozen prediction, the look description, a comparison image and a self-comparison record. The journal lists the misses that changed the mathematics.