The anchor worked where it was aimed. Per-step stalls in the replicant
went from 11, 16 and 36 in a window to 0, 0, 0, 0 - four consecutive
windows clean - and the single capture that remains shows a pod braking,
steps rising 0.214 to 0.261 and then shortening, which is a pod slowing
down rather than a target jumping.
The on-screen count did not follow, and its own numbers say why. The
period came back as 0.34s with minimum and maximum identical to six
figures: twenty frames, exactly, every time. Nothing in a network or a
simulation keeps time that well. A render schedule does.
A camera station draws the map on the gauge wheel as well as the world,
and that pass runs the eye renderable too, so gEyeFrame ticked for it and
the trace was comparing the map viewpoint against the main one. The stall
and lurch counts converging on the same number said it too, since a stray
viewpoint yields one short step going out and one long one coming back -
in pairs, which is what the counts became.
Reject a sample whose eye has jumped more than twenty metres since the
last one, and count the rejections rather than hiding them. A real camera
at racing speed moves under a metre between frames, so the threshold is
far outside anything legitimate while still tolerating a genuine cut from
one trackside camera to another.
That is the fifth time in this hunt the instrument rather than the game
turned out to be at fault, and all five were the same mistake: sampling
across two frames of reference that were never the same one.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>