fix(deck-slice): make the cut threshold body-relative and forgiving #910
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Fixes the unforgiving cut threshold Daniel hit playing #909: "feels much less responsive than it did before and 'fast enough to count as a cut' seems to be a bit unforgiving with the lerping at play so sometimes I move fast but still not enough for the game?"
Stacked on #909. Base is
deck-slice-framing.Root cause — more specific than "it was never retuned"
The unit has now been wrong twice, which is the argument for the third one.
Body-relative — yes, and here is why
You asked me to decide and say why. Body-relative, definitely. A swing is a physical motion of a physical arm; measuring it against the player's own apparent size makes it independent of the window, the letterbox, the capture resolution, and how far from the camera they stand. The old scheme was silently distance-dependent — someone further from the camera faced a higher effective threshold. It is also the unit the daemon's gesture thresholds already use, so the two now agree instead of each having a private idea of "fast", and it should not need retuning the next time the framing changes.
Retuned down, with numbers rather than vibes
Default is now 0.8 body-heights/sec, against measurements:
swipegesture threshold: 1.50.8 is roughly a quarter of the old value and well under any deliberate motion. Biased forgiving as you asked: a missed slice is far more frustrating than an accidental one, and the only cost of generosity here is the occasional unintended bomb.
--cut-speedflagExposed for the same reason as the One Euro parameters — tuned by feel, so a rebuild per attempt makes tuning impractical.
No config file, deliberately: the game has no config mechanism today, there is exactly one tunable, and live tuning is what a flag is for. Say the word if you want one anyway and I will add it.
Diagnostics — so this stops being unfalsifiable
DECK_SLICE_DEBUG=1now reports peak observed hand speed against the current threshold, and logs any swing that passed through a target while judged too slow — which is precisely the number the threshold should sit below:Second cause checked — it was not rendering
You asked me to confirm the framing work did not slow the game down. Measured over identical 1200-frame runs against the same synthetic stream:
Within noise. "Less responsive" was the threshold, not a render regression — the self-view, vignette and edge glows cost nothing measurable.
Stack rebased onto the fixed #907
You were right that #908/#909 were branched from #907 before the flock fix, so they carried the original publisher. Rebased with
--ignore-immutable(change IDs preserved, no divergence); all three game branches now have it:Untested
MISSdiagnostic has only fired against synthetic motion.692d9aad7478c0c116caSuperseded by #915, which consolidates the whole markerless-pose-input program into a single WIP branch against
main. Every commit from this PR is preserved there — nothing was squashed, so the root-cause writeups in the commit messages are intact. Closing here; review happens on #915.Pull request closed