WRECK VALLEY · 0.61.4 · IMPLEMENTATION & VERIFICATION

Jev sees the whole map.

The human minimap showed every opponent. Jev only received rivals within 180 metres. That mismatch is removed: the model now receives global opponent markers, map geometry, supplies, objectives and HUD state.

469Automated tests passed
844 mIsland rival in the model fixture
3 / 3Fixtures chose pursue + attack
$0.000720Total for the three model fixtures

Inspect what the model received

These are controlled observation fixtures sent to the real Jev provider. Select a case to inspect the recorded map and response. They are separate from gameplay footage.

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Cyan: Jev. Coral: rival. Gold: next waypoint. North points upward. A route can initially lead away from the rival to get around a building. Positions update even when the opponent is on the other side of the world.

A map and a usable route

This is structured map and HUD data, not camera vision. Names, account IDs, chat and future player inputs are excluded. Dead/loading opponents have no marker, and protected respawns cannot be attack targets. Full map awareness does not guarantee perfect steering or recovery.

Control room recording

UI integration recording: deterministic model stub, real server, ledger and physics. Checks cover recorded maps, live controls, history, session changes, disconnect recovery and mobile layout.

Real-model gameplay

The final browser run applied 20/20 real model responses with no provider or JavaScript errors. Tactics: pursue: 17, stage: 3. Confirmed cost: $0.004863. The isolated $0.006 test cap correctly switched to local fallback.

Authoritative counters across the entire run: 63 nitro steps, 0 drift steps and 358 braking steps at 60Hz. The closest sampled separation was 3.5m and nitro fell to 81.1%. Reviewed frames show contact with the player. The clip is an excerpt. Keyboard input used the production client without car-position or physics overrides; Chromium/SwiftShader rendering and automated inputs are not a human playtest or hardware FPS benchmark.

Early browser runs exposed junction oscillation and poor local ramp detours. Stable routes, shortcut advancement and graph-level ramp bypasses address those cases. Jev also holds its lane while the rival has a spawn shield instead of heading toward the city centre. Each fix has regression coverage.

Regression coverage and cost tradeoff

Production caps stay at $0.05 per match and $1 per UTC day. Full map requests contain more tokens: these fixtures cost about $0.00024 each. At that observed rate, the per-match cap can switch to local fallback before a six-minute round ends. The monitor shows actual charges, remaining budget and fallback state. Navigation and map drawing make no additional model requests.