Playable comparison

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Reference · standard effects
Approved FPV · reduced effects
Mission setup, controls and comparison

Arrows/WASD · Esc pause

One real run is drawn twice. The second view defaults to reduced effects. Arrow keys, WASD, the direction pad or the selected swipe mode steer continuously. Escape pauses. The existing basic gamepad reader supports steering and flight actions; controller menu navigation is outside this tool.

Second view

The reference always uses approved FPV actors. V6 compares the selected craft's native body and larger propellers. Earlier V3–V5 studies support Scout only. Both boards share the selected craft's actual rules, other actors, original artwork and contact cues. No candidate is registered or approved by this preview.

Fine outline reduces only the dark ink around the exact contact circle in this view. The circle stays above the body; its position, radius and bright line do not change. This readability study is not a gameplay setting or production approval.

Retry keeps the exact setup, shows a 600 ms ready cue without advancing simulation, then begins. Release held controls and choose a fresh direction. Terminal results wait for a deliberate Retry; ordinary life loss remains part of the current attempt.

Standard gameplay tuning · selected craft · immediate turns · seed 1. Changing craft prepares a fresh run; Retry retains the accepted craft. Fresh-play tuning is applied once and retained for Retry; this comparison does not read personal admin overrides. No attempt, progress, award or replay is saved. Existing original artwork and the approved FPV actor release remain separate identities. This tool does not change either binding.

Workshop, Poltava and Synevyr artwork proposals remain separate future candidates. Source artwork review labels remain unchanged. Audio, full product UX and physical-device acceptance remain outside this benchmark. Method and limits

Local performance comparison

Last 120 active frames. Pauses, loading and the ready cue are excluded. The first frame after a pause starts a new timing segment. Both painters run even with the second view hidden, to retain matching animation timing. Draw durations measure JavaScript submission only; frame intervals include this two-view benchmark and browser scheduling, not a single game's GPU cost. No universal performance score is assigned.

Candidate memory is a lower-bound RGBA estimate for the explicitly loaded native study images. Shared artwork, decoders, canvases and GPU copies are unknown and additional. Appearance, effects, size and setup changes reset the window. Nothing is saved or sent.

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Separate comparison provenance
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    Exact source, artwork and actor appearance
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