Compare screenshots to judge which image is less wrong, not to match a baseline. Use when a UI, game, document, render, chart, or generated asset needs objective visual telemetry, side-by-side inspection, crop/zoom review, or a fresh second opinion before accepting or rejecting a visual change. Also use on a single capture with no counterpart, to measure whether the frame is flat, empty, or badly framed before anyone reviews it.
npx skills add https://github.com/dzhng/skills --skill compare-screenshots
Decide which image is less wrong against what the scene should show — not
whether the candidate matches the baseline. The baseline is just an earlier
attempt; it can be wrong too. Treat both images as candidates measured against
a target you establish yourself. Metrics locate where the images differ; they
never decide who is right.
decide what this image *should* show: the visual requirement, the design
intent, what the thing depicts in reality, and any domain skill that owns the
look. This — not the baseline — is ground truth. Write it down in one or two
concrete sentences ("low sun should cast long shadows east; trees fill the
canopy; labels stay legible at this zoom").
product-intent call, a tradeoff only the owner can settle — **stop and ask
the user** what the correct answer should be. Show them the comparison.
Do not quietly default to the baseline to avoid asking; that bakes in
whatever the baseline got wrong.
artifacts: same viewport, DPR, route/page, frozen time/tick, camera intent,
UI state, data, fonts/assets where they matter. If not comparable, fix
capture setup or compare only a crop/feature where the mismatch is harmless.
side-by-side, key-feature crops/zooms, grayscale, absolute grayscale heatmap,
pixelmatch diff, per-image Sobel/edge maps, edge-difference heatmap, JSON
metrics.
differ, name what is actually there in plain terms — missing content, wrong
camera, bad hierarchy, weak contrast, wrong depth, text overlap, layout
shift, clipped edge, unexpected blur, style mismatch — and decide which side
is closer to correct. The answer can be the candidate, the baseline, both
wrong, or a genuine toss-up.
subagent given only the two images and neutral labels, per
references/subagent-visual-review.md.
the baseline if one exists), baseline is less wrong (reject), both wrong
(another pass needed — say what's still off), or unclear (ask the user).
Never accept on a lower score alone or reject on a higher one. Never hide
content, blur detail, crop away differences, or make the capture less
truthful to move a number.
Pick metrics that answer the question. For full visual comparisons, report:
mae: mean absolute grayscale difference, 0..255, lower is closer.rmse: grayscale root mean square error, lower is closer.diffRatio16, diffRatio32, diffRatio64: fraction of pixels over eachgrayscale delta threshold.
pixelmatchRatio: mismatch ratio from pixelmatch over grayscale images.edgeEnergyCurrent and edgeEnergyCandidate: average Sobel edge strength.edgeEnergyRatio: candidate/current. Far below 1 usually means missinggeometry, props, labels, or terrain; far above 1 usually means noisy or
incorrect detail.
edgeDiffRatio32: fraction of pixels whose Sobel edge differs materially.avgLuminanceCurrent, avgLuminanceCandidate, avgLuminanceDelta: averagebrightness and delta. Use when a render is visibly too dark/light even if a
broader distance score improves.
water-like ratio, team-color ratio, label/text mask ratio.
For UI/document/layout reviews, also use crop bounds, text/foreground mask
coverage, contrast checks, edge clipping, element positions, and before/after
dimensions when those beat global pixel distance.
Every metric above measures one image against another, so none of them can
answer "is this capture worth anything" when there is nothing to compare it to
— and the pair score is symmetric, so an enormous distance never says *which*
side is the empty frame. A few absolute numbers do, computed on a coarse grid
from a single PNG:
colorEntropyBits under ~3.0, or dominantColorShare over ~0.6: one colourowns the frame. A sparse scene, an unlit one, or a subject that never drew.
edgeDensity under ~0.04: almost no form anywhere. Empty framing, aprimitive-dominant scene, or the subject sitting outside the crop.
luminanceContrast under ~60: fog, darkness, or haze compressing the wholeframe into one band.
transparentShare above 0 on a capture that should be opaque: the captureitself is wrong. A transparent pixel keeps whatever RGB it was left with, so
an invisible frame can look rich until it is composited — the scene metrics
composite before measuring, and name the invisible share rather than letting
you infer it. The pair metrics above still read stored RGB, so this field is
where transparency gets told either way.
These are thresholds for *suspicion*, not gates. A deliberately minimal design,
a night scene, an empty-state screen, and a whiteboard all trip them honestly.
Use them to decide where to look, then say what the frame is actually doing —
never adjust a capture to raise a number, which is the same failure as cropping
away a difference.
When a single fixed-pair number is useful, this default works for structural
changes:
distance = 0.35 * diffRatio32 + 0.25 * pixelmatchRatio + 0.25 * edgeDiffRatio32 + 0.15 * min(1, abs(log2(edgeEnergyRatio)))
It measures distance from the other image, nothing more. Because the
baseline can be wrong, a distance of 0 is not success and a large distance is
not failure — a richer scene, clearer models, stronger labels, real depth, or
better lighting all legitimately raise it. Use the score to find *where* the
images move; decide who is right in step 4. Name the field for what it measures
(distance, not "parity") so no one reads it as a verdict.
Report the full-frame score and, when UI dominates the shot, a labeled
world-crop score. Use the world-crop score to locate renderer movement and keep
the full-frame score so UI/camera mistakes stay visible.
whether the movement is toward the target, away from it, or diagnostic noise.
deceptively moderate grayscale diff while edge energy proves trees, roads,
city forms, or army silhouettes are absent.
keep a full-frame score too, labeled.
first, then judge the render.
Keep comparison scripts inside the skill or a temporary workspace, not in
product code, unless the product genuinely needs screenshot comparison at
runtime.
scripts/visual-parity-diff.mjs is a reusable local helper. Run it withREFERENCE_DIR=<png-folder>, CANDIDATE_DIR=<png-folder>, and optional
OUT_DIR=<artifact-folder>. REPORT_ORDER=a,b,c pins ordering;
CROPS_JSON=<file> adds labeled crops (keyed by image id, each crop in pixels
or { "unit": "ratio" } normalized bounds). Pair reports carry a
sceneMetrics block per side.
REFERENCE_DIR to run the same helper on a folder with no counterpart:it writes scene-metrics.json with the single-image numbers above and no
diff artifacts. Use it on a lone screenshot, on a full capture set before
anyone reviews it, or to find which side of a large distance is the empty
one.
scripts/visual-parity-diff.eval.mjs is the helper's own eval: it generatesfixtures whose correct answer is known by construction — empty, transparent,
primitive-dominant, authored, degenerate — and asserts the classification,
the invariances, and the CLI contract. Run it with the same REPO_ROOT after
changing the script. Never satisfy a failing check by loosening a threshold
until you have shown the fixture, not the code, is what's wrong.
scripts to the application. Extend the helper if a needed pair is uncovered.
references/subagent-visual-review.md: neutral subagent prompt/config for anindependent judgment when history could bias you.
Take dzhng/compare-screenshots from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.