diff --git a/docs/tickets.md b/docs/tickets.md index f9149ad..007c06d 100644 --- a/docs/tickets.md +++ b/docs/tickets.md @@ -1981,3 +1981,25 @@ blade is sub-pixel (its coverage already handled by the shader's distance ramp), with A/B screenshots at multiple distances proving indistinguishable. If it cannot be made imperceptible, close as won't-do — 1.9 ms is not worth a visible regression here. + +--- + +## EN-061 — SSR fireflies blanket interior surfaces ("the indoor blizzard") 🔴 *(2026-07-16 night)* + +The user's "sparkles" report, run to ground with the f12-live bisect: white +render-texel speckles blanketing every interior surface of the shooter's +house (worst on the ceiling), present with SSGI, SSAO and SHADOWS each +toggled off, **gone the instant SSR is off**. Mechanism: the SSR march on +rough interior concrete hits bright window/sky content through the Hi-Z +pyramid; single-texel hits become white fireflies against the dim interior, +widened into blocks by the TSR upscale. Captures: shooter +`tools/.testout/bliz-on.png` (blizzard) vs `bliz-fixed.png` (clean); repro: +INDOORCAM+AITEST probe build + `--dbg-off ssr` A/B. + +The shooter ships SSR **off** now (its water uses the planar probe; the July +audit measured SSR invisible outdoors — the toggle row stays for A/B). The +engine-side fix this ticket wants: roughness cutoff for the march (rough +dielectrics should get IBL, not a mirror march), a firefly luminance clamp +on hit radiance, and hit validation against the coarse Hi-Z level actually +sampled. Re-enable in the shooter only after the interior capture stays +clean.