Frame, machine, input, epoch, and checkpoint identities are exact before acceleration begins.
OVERLIFT DEMO · REAL-TIME SYSTEMS
Break the fast path. Keep the world exact.
Eight deterministic cases show what happens when input is late, predictions expire, rendering misses, audio underruns, shared memory tears, WebGPU is lost, queues back up, or a runtime restarts.
DETERMINISTIC REAL-TIME SYSTEMS LAB
What is allowed to degrade when a deadline, device, or queue fails?
Inspect authoritative world state, prediction, delivery, presentation, permitted degradation, prohibited mutation, and replay. A late or failed fast path never receives permission to invent a different world.
Interpolation, learned strategy, and GPU output remain candidates tied to one source epoch.
Drop detail, repeat a frame, coalesce telemetry, or fall back without changing accepted state.
Requalify failed lanes and replay the same world from admitted checkpoints and inputs.
Pipeline
Receipt
This laboratory is deterministic and same-origin. It performs no networked game action, machine mutation, device control, or external write.