Lich Survivors: the web build and the Anchor port, frame for frame
Both builds stepped tick by tick from the start with the same inputs, captured at the same ticks (the web build in headless Chrome, the port in a hidden Anchor instance). The simulation is identical to 15 digits (state digests over 2 minutes of play, a movement run and the whole ending); what differs in the pictures is GPU arithmetic: dither and sparkle pixels.
The room camera, 10 s in
0.40% of pixels differ by more than 16 levels (of 255)
15 s
0.29% of pixels differ by more than 16 levels (of 255)
19 s: the prismatic beam
0.37% of pixels differ by more than 16 levels (of 255)
Camera 2, CLOSE
0.68% of pixels differ by more than 16 levels (of 255)
Camera 3, SIDE
1.76% of pixels differ by more than 16 levels (of 255)
Camera Y, EGG
4.23% of pixels differ by more than 16 levels (of 255)
Camera 4, FREE
0.64% of pixels differ by more than 16 levels (of 255)
20 s
0.46% of pixels differ by more than 16 levels (of 255)
T pressed: the objects drop
0.30% of pixels differ by more than 16 levels (of 255)
The snakes coiling
0.32% of pixels differ by more than 16 levels (of 255)
After the win: the end screen
0.00% of pixels differ by more than 16 levels (of 255)
Inspect: A Burned Mask
0.01% of pixels differ by more than 16 levels (of 255)
Inspect: A Hand
0.01% of pixels differ by more than 16 levels (of 255)
Inspect: A Lodestone
0.00% of pixels differ by more than 16 levels (of 255)
Inspect: The Orbs
0.00% of pixels differ by more than 16 levels (of 255)
Inspect: A Prismatic Gem
1.67% of pixels differ by more than 16 levels (of 255)
Inspect: A Lens
0.01% of pixels differ by more than 16 levels (of 255)