Before a GPU starts, a pre-check on our own server looks at whether the material holds up. It pulls two frames per second and measures sharpness, exposure, duplicates and standstill. In a second pass it looks for the two faults you cannot see in a single frame: texture-poor passages — a white wall is perfectly sharp and still has nothing you could recognise again — and stretches where the camera was panned instead of carried.
Then there is a light. Green means nothing in the measured values stands out. Amber means something wants a look, but computing is not obviously wasted. Red means computing here would very likely be wasted GPU time. Whatever could not be measured is never green — unknown must not pass as “fine”.
The same thing happens again once the camera path has been computed, and its thresholds are calibrated against real runs rather than guessed: a walk at 1.47 px and one at 2.69 px of loop error came out green, a large production hall at 3.78 px still green, and a failed run at 90.9 px red.
Who decides? On green it runs through. On amber or red the job halts and waits for you — with the reason, a sentence about it, and a link to the part of the capture guide that explains it. You can still start it; you are just not meant to be surprised. And anyone plugging in a system that checks the result itself can switch the halting off: the verdict is then recorded in the capture’s metrics instead of holding somebody up.