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fix(vi): keep the game at real speed under a Frame rate cap above 60 - #1612

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klimovich008:fix/frame-rate-cap-game-speed
Nov 10, 2026
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NotRexed merged 1 commit into
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klimovich008:fix/frame-rate-cap-game-speed

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With the Frame rate cap above 60 (the Insert menu's row from #1485, or HOS_FPS_MAX), the game runs faster than real time: 4 times too fast in the menus at 240 fps, and 1.2 to 1.4 times in Kokiri Forest at 74 to 85 fps. This makes the game keep real time at any rate up to the cap.

Why it happens

The cap raises the pacing and writes the measured rate, up to the cap, into the engine's nominal rate (+0x2c8), from which the engine makes its time step (60 / rate). But the engine's own rate is 60 divided by a whole number of display intervals, never above 60, and its frame-rate controller puts 60 back over a higher value before the step is made from it. So above 60 fps every frame still steps 1/60 s.

What changes

  • nx2/oot_patches.py patch_frame_seconds: at the two places where the engine turns the nominal rate into a time step (the frame's step in f_80706be0, the global step in f_83b6ea90), the lifted code takes base * <the frame's seconds> when the host gives it a frame time, and the game's own divide when it does not. The hook goes into both places or neither; a lift where they are not both found is left as it is, with a warning.
  • host/nn_vi.c realtime_step: with a cap above 60 it publishes the frames' own time (the same 5-frame average the real-time step already uses, at most 1/15 s as before, at least 1/240 s) and keeps the rate under it within the engine's own 15 to 60.
  • At a cap of 60, the default, the host publishes nothing and the game's own divide runs: nothing changes but one load and a branch at each of the two divides, and one store a frame.
  • HOS_FPS_STEP=0 keeps the rate-up-to-the-cap behaviour, for comparisons. A build whose lift does not have the hook keeps it too.
  • HOS_FPS_LOG=1 also logs the game clock against the wall clock every 300 presents (vi: game clock ...: ... (speed 1.000) at 85.1 fps), which is how the numbers below were read.

Tested

Windows 11, Ryzen 7 5700X3D, Radeon RX 9070 XT (Vulkan 1.4, driver 0x8001a0), this branch on main 779bdcf. Kokiri Forest from a save, 5120x1440 (32:9), a scripted run measured over the 20 s after the save load. "Speed" is the game clock's advance against the wall clock, 1.000 being real time.

runs fps in play speed in play speed in the menus worst frame frames over 100 ms
cap 60 (default) 3 60.0 / 60.0 / 60.0 0.999-1.008, median 1.006, at 60 fps (60 fps) 26 / 31 / 24 ms 0 / 0 / 0
HOS_FPS_MAX=240, this PR 5 85.0 / 86.8 / 79.1 / 84.0 / 84.2 0.998-1.003, median 1.000, at 70-90 fps 1.005-1.034, median 1.010, at 237-240 fps 33 / 26 / 94 / 23 / 26 ms 0 in all five
HOS_FPS_MAX=240 HOS_FPS_STEP=0 (as main is) 1 83.2 1.23-1.42, median 1.37, at 73-85 fps 3.95-4.01, median 4.00, at 237-240 fps 22 ms 0
  • The speeds are per 300 presents. A span that holds part of the save load or a pause reads lower in every row (0.72 to 0.97) and is left out of the ranges.
  • A second run of the last row was rejected by my harness: with the menus running 4 times too fast its scripted save load did not come where the harness looks for it. Its log shows the same speeds (4.00 in the menus, 1.26 to 1.40 in play).
  • No frame over 250 ms in any run. p99 frame time: 19.9 / 21.7 / 20.1 ms at the 60 cap, 17.8 / 16.9 / 22.7 ms in the first three runs with this PR.
  • tests/test_frame_rate_cap_step.py (registered in tests/run_all.py): the patch on a synthetic function of the lifted shape (both places, a second run, another game version, one place missing, a rerun after one file changed), and realtime_step cut from host/nn_vi.c and run with the cap at 120 and 60, with HOS_FPS_STEP=0 and without the hook. It fails on main's nn_vi.c and on main's oot_patches.py, each on its own.
  • The build's log confirms both places are found in the supported game version (the frame's time at 1 step divide(s) in two files).

Not covered

  • Only Kokiri Forest was measured on this branch, on one PC. Linux was not run (the tests only).
  • The speed above is the engine's main clock. That what is on screen keeps real time too (walking, the camera, the loading screen) I measured only on an earlier form of this hook on v2.0.11, by comparing frame logs of the same scripted run at 60 fps and unlocked; I did not repeat that on main.
  • Anything in the game that steps once a frame whatever the time step says (cloth, hair, some particles would be candidates) is not looked at. It ran fps/60 too fast before as well, with the rest of the game.
  • At the 240 cap the clock reads about 1 % fast in the menus (median 1.010, up to 1.034 in the first ones); at the 60 cap main reads a median of 1.006.

Related

#1485 added the cap. #1367 (closed in its favour) and #340 (closed) stepped the game by wall time at the first of the two places; this one uses the real-time step's own average at both.

🤖 Generated with Claude Code

The cap raised the pacing and wrote the measured rate, up to the cap, into
the engine's nominal rate. The engine's own rate is 60 over a whole number
of display intervals, never above 60, and its controller puts 60 back before
the time step is made from it: above 60 fps every frame still stepped 1/60 s
and the game ran fps/60 too fast (4.0 in the menus at 240 fps, 1.23 to 1.42
in Kokiri at 73 to 85 fps).

nx2/oot_patches.py puts the host's measured frame time at the engine's two
step divides, both or neither. host/nn_vi.c publishes it while the cap is
above 60 and keeps the rate under it within the engine's 15 to 60. At a cap
of 60 nothing is published and the game's own divide runs. HOS_FPS_STEP=0
keeps the rate up to the cap, as before; HOS_FPS_LOG=1 also logs the game
clock against the wall clock.

Co-Authored-By: Claude <noreply@anthropic.com>
NotRexed added a commit that referenced this pull request Nov 10, 2026
…ows); the game at real speed above a 60 fps cap (#1612)

The menu is drawn a step smaller until it fits, and a menu taller than a small window starts at its top. PR #1612 keeps the game clock at real time under a Frame rate cap above 60 (title at 240 cap: speed 1.000 at ~140 fps; without it 1.7-2.7x).

Co-authored-by: klimovich008 <klimovich008@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@NotRexed
NotRexed merged commit 1a429f6 into NotRexed:main Nov 10, 2026
10 checks passed
klimovich008 added a commit to klimovich008/Hookshot that referenced this pull request Nov 10, 2026
The game's movie player counts its updates while a movie plays, and a
cutscene that shows a movie places its narration, its rumble and its end
by that count. The movie's picture and sound follow the clock, so above
60 fps the cues ran ahead of them, fps / 60 times too fast: narration
lines started over each other (issue 1742).

The count now grows by the frames' time while the host gives one (a cap
above 60, as the game's clock since NotRexed#1612), the rest carried to that
player's next update. At a cap of 60 it is one an update, as shipped.
HOS_FPS_MOVIE=0 keeps the game's own count, for comparisons.

Co-Authored-By: Claude <noreply@anthropic.com>
NotRexed pushed a commit that referenced this pull request Nov 11, 2026
🤖 I have created a release *beep* *boop*
---


##
[2.1.0-rc.1](v2.0.14...v2.1.0-rc.1)
(2026-11-11)


### Features

* Add a control to disable camera centering
([2dcf210](2dcf210))
* Add an option to disable automatic camera centering
([657da4f](657da4f))
* Audio tab in the Insert menu with Volume and Mute in background
([52ca067](52ca067))
* Audio tab in the Insert menu with Volume and Mute in background
([df2d84c](df2d84c))
* **builder:** let the player choose how much memory a build may take
([90055d0](90055d0))
* **builder:** the Linux builder looks like the Windows one
([8c1b5e9](8c1b5e9))
* **builder:** the Linux builder looks like the Windows one
([8f2e1a1](8f2e1a1))
* **builder:** use the saved build memory choice for updates
([86ff22c](86ff22c))
* **builder:** warn before building on a hard drive
([b526a84](b526a84))
* **builder:** warn before building on a hard drive
([c769305](c769305))
* **build:** Probe for system Vulkan packages, add proper requirements
([3b84291](3b84291))
* **build:** Probe for system Vulkan packages, add proper
requirements.txt
([155bfa2](155bfa2))
* **linux:** opt-in NVIDIA DLSS in Linux Builder and AppImage
([484cfd1](484cfd1))
* **linux:** opt-in NVIDIA DLSS in Linux Builder and AppImage
([66b86fb](66b86fb))
* **menu:** a DualShock 4 or DualSense touchpad click opens the menu as
F1
([8790b8f](8790b8f))
* **menu:** a Mesh shaders row (Automatic, Native, Compute)
([#1971](#1971))
([c8022e7](c8022e7))
* **menu:** a Text size row for dialogue, Navi and signs
([4d0645f](4d0645f))
* **menu:** a Text size row for dialogue, Navi and signs
([4bae30c](4bae30c))
* **menu:** add 5120x2880 (5K) to Output resolution
([ce175ac](ce175ac))
* **menu:** centre the menu in a 16:9 column on ultrawide
([70e2209](70e2209))
* **menu:** DLAA as DLSS's Native render resolution, and Render
resolution as a slider in real sizes
([#2000](#2000))
([e187859](e187859))
* **menu:** Esc can open the Insert menu (Menu shortcut "Insert, F1 or
Esc") ([#1998](#1998))
([d926317](d926317))
* **menu:** let players choose the keyboard shortcut
([#1609](#1609))
([191cfdc](191cfdc))
* **menu:** put the debug tools on the Debug tab
([e256616](e256616))
* **menu:** redesign the Debug tab, Inventory and Teleport pages
([c805d9b](c805d9b))
* **menu:** save Output resolution as a size, and take any size from the
config
([a78ee4d](a78ee4d))
* **menu:** the debug tools' Teleport row opens the map list
([a4c3a8d](a4c3a8d))
* RecompLauncher support (recomplauncher.json, make_game
--game/--prepare)
([ab5a1f6](ab5a1f6))
* **startup:** lower the start-up screen, smaller text, fade to black at
the end
([8649805](8649805))
* **startup:** lower the start-up screen, smaller text, fade to black at
the end
([fb60134](fb60134))
* **vk:** add AMD Anti-Lag 2 (VK_AMD_anti_lag)
([8ea4e7f](8ea4e7f))
* **vk:** add opt-in VRAM compaction and hold the driver's count below
its limit
([3932421](3932421))
* **vk:** AMD Anti-Lag 2 through VK_AMD_anti_lag
([b9e7559](b9e7559))
* **vk:** Anisotropic filtering option, 16x by default, and the
upscalers' texture LOD bias
([0af7629](0af7629))
* **vk:** Anisotropic filtering row, 16x by default
([d9b0ce2](d9b0ce2))
* **vk:** draw the menu, FPS counter and start-up screen with Dear ImGui
([509579b](509579b))
* **vk:** opt-in VRAM compaction (RX_VK_COMPACT=1): the textures' free
space goes back to the driver
([d218438](d218438))
* **vk:** trace effective presentation geometry on changes
([#1457](#1457))
([a350759](a350759))
* **vk:** upscalers' texture LOD bias below the game's 3/4 render
([3b9ffcd](3b9ffcd))
* **vk:** warm the stage libraries from the program cache into the
pipeline cache
([24ebac7](24ebac7))


### Bug Fixes

* a game folder whose deepest file passes 260 characters builds and
plays ([#1468](#1468))
([d231d17](d231d17))
* a game folder whose deepest file passes 260 characters builds and
plays ([#1468](#1468))
([45c7418](45c7418))
* Address camera centering review feedback
([103e2cd](103e2cd))
* **appimage:** copy sysroot library aliases by value for updates
([#1536](#1536))
([ed66422](ed66422))
* **audio:** keep 512-frame power-of-two default on SDL2 fallback
([#1550](#1550))
([fa85175](fa85175))
* **build:** a game built from extracted folders refuses links in them
([233e072](233e072))
* **builder:** --cli says make_game's own error, on stdout too
([a3859f1](a3859f1))
* **builder:** bound writes from compressed NUP members
([#1596](#1596))
([56e31e7](56e31e7))
* **builder:** constrain the Show details hit area
([d45e262](d45e262))
* **builder:** constrain the Show details hit area
([080bf91](080bf91)),
closes [#1842](#1842)
* **builder:** give the prepare shaders tick its own row
([1ace933](1ace933))
* **builder:** honor DLSS opt-in when updating a game
([#1643](#1643))
([c3aa9c0](c3aa9c0))
* **builder:** report bytes during NUP extraction
([#1671](#1671))
([c4a9085](c4a9085))
* **builder:** select the saved build memory in BeginUpdate
([d08aaed](d08aaed))
* **builder:** the Linux builder's details box is read-only
([b2ac2bf](b2ac2bf))
* **builder:** the Linux builder's details box is read-only
([d7cc1d4](d7cc1d4))
* **build:** escape the build folder in glob patterns (a work folder
with [ ] found no lifted code)
([#1722](#1722))
([caaee0b](caaee0b))
* **build:** invalidate DLSS objects when SDK headers change
([#1648](#1648))
([c716137](c716137))
* **build:** package scripts/ in the Linux AppImage, so NVIDIA DLSS can
be fetched
([b0aa6f6](b0aa6f6))
* **build:** package scripts/ in the Linux AppImage, so NVIDIA DLSS can
be fetched
([af9e98c](af9e98c))
* **build:** stop sampling memory for exited compiler roots
([#1562](#1562))
([4a7ae1b](4a7ae1b))
* **build:** the logo and fonts are made only where the Vulkan back end
is compiled (an AppImage build stopped at LibertinusSans-Regular.ttf)
([#1567](#1567))
([6add2f1](6add2f1))
* Discord status starts on Windows (it was only started in the Linux
build's main)
([#1539](#1539))
([7d1562d](7d1562d))
* **display:** address pointer sampling review feedback
([acf9dae](acf9dae))
* **display:** do not toggle fullscreen on F11 when modifier keys are
held ([#1309](#1309))
([#1608](#1608))
([635ba1a](635ba1a))
* **display:** integrate coherent game-menu pointer samples
([09685de](09685de))
* **display:** integrate main and declare pointer fixture requirements
([8a6f1e5](8a6f1e5))
* **display:** open the window on COSMIC's Wayland with SDL2
([#992](#992))
([e937168](e937168))
* **display:** publish coherent pointer and drawable samples
([fd93173](fd93173))
* **display:** publish coherent pointer and drawable samples
([ee53072](ee53072))
* **env:** hookshot_env.txt sets no test switch that names a file or
presses buttons
([74cee1e](74cee1e))
* **framegen:** 2x made by the renderer's own blend again; AMD FSR 3.1's
interpolation opt-in (RX_VK_FSR_FG=1)
([eb5b9a0](eb5b9a0))
* **framegen:** 2x uses the renderer's own blend again; FSR 3.1
interpolation opt-in
([#1635](#1635))
([3b76e95](3b76e95))
* hardening part 3, updates, shared files, guest buffers and texture
sizes
([d5feb7b](d5feb7b))
* **hid:** deduplicate gamepad polling when SDL controllers are active
([#1480](#1480),
[#1583](#1583))
([2b0f762](2b0f762))
* **hid:** deduplicate gamepad polling when SDL controllers are active
([#1480](#1480),
[#1583](#1583))
([731898a](731898a))
* **hos:** host copies, file reads and writes, and the NV12 reader stay
in guest memory
([6f8f243](6f8f243))
* **host:** room in the drivers' shader caches for the prepared
pipelines (Linux)
([#2033](#2033))
([c9ec3bb](c9ec3bb))
* **host:** the cache cores only where the L3s are shared alike and the
largest has 8 cores (review of
[#1638](#1638))
([428633a](428633a))
* **input:** a stick axis steers once it has been seen at rest (camera
spinning on its own,
[#1673](#1673),
[#1661](#1661))
([#1677](#1677))
([d8f0513](d8f0513))
* **linux:** safely rebase legacy sysroot links
([#1553](#1553))
([ca3a252](ca3a252))
* **loader:** add the addend to GLOB_DAT and JUMP_SLOT relocations
([1372edb](1372edb))
* **loader:** add the addend to GLOB_DAT and JUMP_SLOT relocations
([95a9a07](95a9a07))
* **make_game:** --prepare says errors and --check on stdout, and
refuses a missing --game
([2d27d08](2d27d08))
* **menu:** A and B confirm and go back on a controller, as in the game
([02b0903](02b0903))
* **menu:** a save keeps the options file's lines the menu does not
write ([#1493](#1493))
([a2e6505](a2e6505))
* **menu:** a size from the config shows as its size alone, no label
([bc9406c](bc9406c))
* **menu:** clarify frame-generation preset help
([#1554](#1554))
([77685a5](77685a5))
* **menu:** distinguish game and generated frame rates
([#1659](#1659))
([b2bb214](b2bb214))
* **menu:** F1 always opens the menu (Menu shortcut: Insert or F1, or F1
only) ([#1632](#1632))
([d448ccc](d448ccc))
* **menu:** Frame generation is the player's choice; Quality presets
leave it alone
([2ef499d](2ef499d))
* **menu:** hide rows for features this PC lacks, and keep mouse clicks
on the row meant
([51de681](51de681))
* **menu:** hide rows for features this PC lacks, and keep mouse clicks
on the row meant
([849b63e](849b63e))
* **menu:** keep the FPS counter off the banner on a window just wider
than 16:9 ([#1545](#1545))
([50d71bd](50d71bd))
* **menu:** keep the help box and rows above the prompt strip
([bd1616f](bd1616f))
* **menu:** Menu size is Medium on every input, and the version shrinks
to fit
([73feec0](73feec0))
* **menu:** Quality presets leave Frame generation alone, so it stays
off by default
([a72690c](a72690c))
* **menu:** run the upscalers' one-time probes during the start-up
screen, not at the menu's first open
([#1886](#1886))
([#1916](#1916))
([74075de](74075de))
* **menu:** the FPS counter looks as it did (green outlined text in the
corner, no plate)
([#1957](#1957))
([92907f7](92907f7))
* **menu:** the mouse wheel scrolls, it never changes a value
([#1557](#1557))
([be541fa](be541fa))
* **nup:** name the member and the drive when extraction runs out of
space ([#1595](#1595))
([218d8de](218d8de))
* **packaging:** include the prompt encoder's runtime dependency
([#1598](#1598))
([53a5fd5](53a5fd5))
* preserve UTF-8 and extraction guards in long-path support
([#1592](#1592))
([38a5794](38a5794))
* **render:** publish coherent shared temporal jitter samples
([a38a07d](a38a07d))
* **render:** publish coherent temporal jitter samples
([0291727](0291727))
* **render:** reset temporal history when reprojection is invalid
([0cf9936](0cf9936))
* **render:** reset temporal history when reprojection is invalid
([19b81b7](19b81b7))
* **rt:** mark an exclusive store's page after the store, not before
([7cb4028](7cb4028))
* **rt:** mark an exclusive store's page after the store, not before
([db6324f](db6324f))
* **scripts:** the profile readers name and count Linux samples
([#1746](#1746))
([6269088](6269088))
* **security:** a font's cmap offset, a microphone's name, and the
game's library loads stay in bounds
([9323390](9323390))
* **security:** verify Windows updater asset digests
([6d5f277](6d5f277))
* **security:** verify Windows updater asset digests
([50b6866](50b6866)),
closes [#1679](#1679)
* **setup:** explain how to restore missing Windows tar
([1c1995e](1c1995e))
* **setup:** explain recovery when Windows tar is missing
([fbaf722](fbaf722))
* **shaders:** a loop that leaves by predicated EXITs ends at its
closing self-branch (the last program that did not lower)
([a8e7ee5](a8e7ee5))
* **shaders:** a program ends at its closing self-branch after an
unconditional jump back
([7e1db37](7e1db37))
* **shaders:** an immediate's low byte is not a scratch register
([d0f3511](d0f3511))
* **shaders:** ISBERD.O, a task or mesh program reading back its output
region
([67c048e](67c048e))
* **shaders:** ISBERD.O, a task program reading back its payload (12
failing pipelines)
([0904155](0904155))
* **shaders:** LDG [URn+imm] with both ordering bits 77-78 lowers
([692a1c0](692a1c0))
* **shaders:** LDG/STG [URn+imm] with ordering bit 78 lower (2 compute
programs)
([5ec9668](5ec9668))
* **shaders:** lower TLD.MS (multisampled texel fetch) to Maxwell TLDS
2D.LZ.MS
([6860451](6860451))
* **shaders:** lower TLD.MS, a multisampled texture's texel, to Maxwell
TLDS 2D.LZ.MS
([20dd78b](20dd78b))
* **shaders:** R2UR's source is one register, not a pair
([597edcb](597edcb))
* **shaders:** R2UR's source is one register, not a pair (a vertex
program refused)
([9edb3a5](9edb3a5))
* **shaders:** STG [URn+imm] with ordering bit 78 lowers too
([923a334](923a334))
* **shaders:** two large compute programs lower (an immediate is not
R254) and get their local memory
([10cfd70](10cfd70))
* the display stays on while playing with a controller
([#1532](#1532))
([#1538](#1538))
([c38df20](c38df20))
* **update:** Linux downloads are GETs again; a part's links stay in the
install; the requested tag is installed
([df9a52e](df9a52e))
* **vi:** a cutscene's cues stay with its movie above a 60 cap
([a7cc747](a7cc747))
* **vi:** a cutscene's cues stay with its movie above a 60 cap
([#1742](#1742))
([6c596af](6c596af))
* **vi:** keep the game at real speed under a Frame rate cap above 60
([#1612](#1612))
([1a429f6](1a429f6))
* **vk:** a masked clear that backed off is tried again now and then
([#1787](#1787))
([fa04b6f](fa04b6f))
* **vk:** a masked clear whose pipeline the driver did not make is tried
again, not cached as null
([#1787](#1787))
([9d94f4c](9d94f4c))
* **vk:** a masked clear whose pipeline the driver did not make is tried
again, not cached as null
([#1787](#1787))
([f002c90](f002c90))
* **vk:** a shadow is made only where the textures' own lines are not
passed (review of
[#1637](#1637))
([ecb6e9a](ecb6e9a))
* **vk:** a switch for an engine that cannot run leaves a saved FSR 3.1
([#1773](#1773) review)
([a9ea73a](a9ea73a))
* **vk:** a texture's storage size is computed in 64 bits, and one past
the GPU's limits is not made
([81a6da5](81a6da5))
* **vk:** add VMA image allocation retry without WITHIN_BUDGET
([39d978b](39d978b))
* **vk:** add VMA image allocation retry without WITHIN_BUDGET
([560cc5a](560cc5a))
* **vk:** admit only successful samplers across cache layers
([52ac35c](52ac35c))
* **vk:** admit only successful samplers across cache layers
([3379314](3379314))
* **vk:** ask for task and mesh shader counts only where the driver
offers them
([ba86aee](ba86aee))
* **vk:** ask for task and mesh shader counts only where the driver
offers them
([a3d88ea](a3d88ea))
* **vk:** ask the pipeline cache for a compute pipeline before queueing
its build
([0db1e74](0db1e74))
* **vk:** avoid aligned uniform-word cache collisions
([1b25b22](1b25b22))
* **vk:** build every predicted pipeline before the game (the prediction
found nothing on fresh builds; no 90 s budget; one progress bar)
([#2032](#2032))
([ff85d7d](ff85d7d))
* **vk:** build the precompile's first graphics pipeline alone
([41b3438](41b3438))
* **vk:** capture jitter cache frame under its lock
([1f32a16](1f32a16))
* **vk:** check cached descriptor counts and the formats of noted
pipelines
([59f9284](59f9284))
* **vk:** coloured specks on fallback foliage (AMD): the generated
vertex stage's outputs start at (0,0,0,1)
([16631b6](16631b6))
* **vk:** commit bank cache generations after successful stream upload
([60ea984](60ea984))
* **vk:** compute programs get their local memory size (control section
+0x68)
([a083825](a083825))
* **vk:** dark lighting and glowing bloom on AMD: 64-lane graphics warps
and Lichii [#273](#273
fragment shuffle fallback
([030e605](030e605))
* **vk:** decode Deck gameplay upscale as RGB9E5
([903bc4a](903bc4a))
* **vk:** decode gameplay RGB9E5 upscale fallback
([6c936d4](6c936d4))
* **vk:** dense grass cut off and far trees flickering without mesh
shaders: fallback records from an allocator, 65535 slots
([7047756](7047756))
* **vk:** disable failed frame log sinks and unwind startup
([#1531](#1531))
([5fde3cf](5fde3cf))
* **vk:** establish capture copy visibility for host reads
([7ef03d4](7ef03d4))
* **vk:** expose the retirement helper across renderer units
([d5b7437](d5b7437))
* **vk:** flush custom UI texture staging before GPU use
([#1559](#1559))
([188baa6](188baa6))
* **vk:** invalidate capture readbacks before CPU reads
([0c6c047](0c6c047))
* **vk:** keep adjacent uniform words in separate cache slots
([7b81752](7b81752))
* **vk:** keep Windows prepare times in FILETIME ticks
([#1517](#1517))
([edeaa9d](edeaa9d))
* **vk:** let a draw run its own queued shader translation
([#1714](#1714))
([8bac8aa](8bac8aa))
* **vk:** log a driver fault caught by the Windows pipeline guards
([ac7d4a7](ac7d4a7))
* **vk:** make capture readbacks visible before CPU reads
([6e06af5](6e06af5))
* **vk:** make frame dump copies visible to host reads
([#1621](#1621))
([c1a4fde](c1a4fde))
* **vk:** mark a clear's targets in the parallel replay's dry pass (the
one-frame black scenes)
([adb7a5d](adb7a5d))
* **vk:** missing floor grass without mesh shaders: indirect task draws
ran no mesh workgroups
([ccf7f41](ccf7f41))
* **vk:** own native FSR constants for each recording
([2982420](2982420))
* **vk:** own native FSR constants for each recording
([895d673](895d673))
* **vk:** parallel replay: a clear's targets are marked in the dry pass
(the one-frame black scenes)
([168e4d1](168e4d1))
* **vk:** present ahead's vk_replay.cpp half, lost in
[#1720](#1720 merge
([be8b512](be8b512))
* **vk:** present ahead's vk_replay.cpp half, lost in
[#1720](#1720 merge (main
doesn't link)
([1392ea3](1392ea3))
* **vk:** preserve brightness in flash sampling across capture sizes
([#1537](#1537))
([6f5ecab](6f5ecab))
* **vk:** preserve contiguous words in the mixed uniform cache
([70ffaf2](70ffaf2))
* **vk:** preserve CPU write watches during pool imports
([#1434](#1434))
([74dcb75](74dcb75))
* **vk:** prevent aligned uniform words from thrashing the cache
([78e1112](78e1112))
* **vk:** publish complete PNG captures and report failures
([#1604](#1604))
([ba40a1a](ba40a1a))
* **vk:** publish complete screenshot resource sets
([#1472](#1472))
([ff69134](ff69134))
* **vk:** publish recording stream writes before GPU submission
([d71739d](d71739d))
* **vk:** publish recording stream writes before GPU submission
([0e843bd](0e843bd))
* **vk:** publish texture staging slices before GPU reads
([#1672](#1672))
([a6e2e14](a6e2e14))
* **vk:** Read texture handles from stage constant banks
([31933e4](31933e4))
* **vk:** Read texture handles from stage constant banks
([4654870](4654870))
* **vk:** recover recording stream and descriptor allocation failures
([fad4d16](fad4d16))
* **vk:** recover recording stream and descriptor allocation failures
([6e93f80](6e93f80))
* **vk:** reject failed descriptor-pool creation results
([6a51fc2](6a51fc2))
* **vk:** reject failed samplers before descriptor publication
([2914a73](2914a73))
* **vk:** reject missing RGB9E5 fallback views
([6f5f769](6f5f769))
* **vk:** reject unbound imported buffers and roll back ownership
([325583b](325583b))
* **vk:** reject unbound imported buffers and roll back ownership
([af8f012](af8f012))
* **vk:** replace menu upload buffers only after successful growth
([#1453](#1453))
([60b0c9b](60b0c9b))
* **vk:** report device loss throughout native presentation
([5997b2d](5997b2d))
* **vk:** report device loss throughout native presentation
([8e1abe3](8e1abe3))
* **vk:** reset swap_spare with the swapchain; leave a skipped present
out of the counts
([08f3fe4](08f3fe4))
* **vk:** retire native FSR images after GPU completion
([8fc2587](8fc2587))
* **vk:** retire native FSR images after GPU completion
([4aaf336](4aaf336))
* **vk:** retry transient texture image view failures
([8686552](8686552))
* **vk:** retry transient texture image view failures
([394b797](394b797))
* **vk:** RX_VK_FSR4 and RX_VK_DLSS go over a saved FSR 3.1
([#1008](#1008) follow-up)
([4cde5c6](4cde5c6))
* **vk:** RX_VK_FSR4 and RX_VK_DLSS go over a saved FSR 3.1
([#1008](#1008) review)
([6229c02](6229c02))
* **vk:** RX_VK_VRAM_MB and the integrated-GPU cap win over a preset's
texture budget
([#1376](#1376))
([e27740a](e27740a))
* **vk:** share validated source crops across presentation paths
([187e70b](187e70b))
* **vk:** share validated source crops across presentation paths
([d4c0429](d4c0429))
* **vk:** shared_pipeline_cache outside the unnamed namespace
(vk_fsr3.cpp could not link to it)
([9d44621](9d44621))
* **vk:** slow resume and black HUD hearts on 4 GB cards: the texture
squeeze waits while VMA's blocks have room
([189287f](189287f))
* **vk:** snapshot pending shots before reusing their readback slot
([#1519](#1519))
([aaf6ac1](aaf6ac1))
* **vk:** submit a 2x set's copies together so its presents keep their
times
([64cfe26](64cfe26))
* **vk:** submit a 2x set's copies together so its presents keep their
times
([79e42ac](79e42ac))
* **vk:** the upscale stand-in and the texture clear call
texture_written as before
([73c6dd3](73c6dd3))
* **vk:** tie texel buffer views to their imported backing
([692e87d](692e87d))
* **vk:** tie texel buffer views to their imported backing
([a23587f](a23587f))
* **vk:** Timestamp frame captures with the host clock
([3563479](3563479))
* **vk:** Use host timestamps in frame captures
([b2ed731](b2ed731))
* **vk:** validate capture dimensions before allocating readbacks
([#1551](#1551))
([17e8cd8](17e8cd8))
* **vk:** validate HDR crops through the shared source rectangle
([f20afae](f20afae))
* **vulkan:** avoid the AMD cloth pipeline optimizer hang
([bebe51e](bebe51e))
* **vulkan:** finish the RX 6700 XT merge resolution
([5ffdaeb](5ffdaeb))
* **vulkan:** refresh direct-write tracking on current main
([a4c8f85](a4c8f85))
* **vulkan:** stop distant trees flickering in the mesh fallback
([7fc0a61](7fc0a61))
* **vulkan:** track writes from direct buffer bindings
([be1aabc](be1aabc))
* write-back stale-shadow edgecase
([c5aa906](c5aa906))


### Performance Improvements

* **host:** keep the game's threads on the 3D V-Cache cores of two-CCD
X3D CPUs
([1360a44](1360a44))
* **host:** on X3D CPUs with two CCDs the game's threads stay on the
cores that share the 3D V-Cache
([b3c0982](b3c0982))
* **host:** write the log in batches, a few writes a second instead of
one per line
([c7e41fd](c7e41fd))
* **host:** write the log in batches, a few writes a second instead of
one per line
([7f12643](7f12643))
* **vk:** a captured page's words read from the capture, not a 4 KB copy
kept a thread
([0b951ec](0b951ec))
* **vk:** copy captured pages with non-temporal stores
([d8ce191](d8ce191))
* **vk:** copy captured pages with non-temporal stores
([146fe38](146fe38))
* **vk:** Descriptor reuse on by default (options_version 4)
([f758d9f](f758d9f))
* **vk:** Descriptor reuse on by default (options_version 4)
([f214c0c](f214c0c))
* **vk:** DLSS keeps its feature through loading screens while it is the
Upscaler (a 44-78 ms stutter at each area entry)
([#1520](#1520))
([549a43b](549a43b))
* **vk:** flush only each FSR uniform slice
([c7c88fa](c7c88fa))
* **vk:** FSR 3.1's passes go through the pipeline cache kept across
runs
([e805e02](e805e02))
* **vk:** FSR 3.1's passes go through the pipeline cache kept across
runs (a 1.7 s longer first frame of play)
([b27d9b6](b27d9b6))
* **vk:** FSR 3.1's pipelines through the play caches too
(shared_compute_pipeline)
([46efc77](46efc77))
* **vk:** in play an ask without compiling goes through the play caches
too ([#1765](#1765
dispatch, the stage libraries)
([6593de7](6593de7))
* **vk:** keep 32 submitted pages a thread, not one
([338837d](338837d))
* **vk:** keep four pages for the replay's reads as submitted, not one
([3bae557](3bae557))
* **vk:** keep four pages for the replay's reads as submitted, not one
(Kokiri village view 50 -&gt; 57 fps)
([72133cb](72133cb))
* **vk:** keep the write-back shadows while VRAM is full of free space
inside VMA's blocks
([6a4f3ea](6a4f3ea))
* **vk:** less copying of captured memory on the game and replay threads
([e63d30d](e63d30d))
* **vk:** RX_VK_SUBMITTED_PAGES=1 keeps one submitted page, as before
[#1762](#1762); tests follow
[#1762](#1762) and
[#1619](#1619)
([cfefd0e](cfefd0e))
* **vk:** skip write-backs of large GPU-written bindings
([2ea6386](2ea6386))
* **vk:** skip write-backs of large GPU-written bindings
([30911ca](30911ca))
* **vk:** the capture's copies split by one function; a caller runs its
own parts no helper has taken
([c747a2c](c747a2c))
* **vk:** the capture's streaming-store copy is opt-in
(RX_VK_CAPTURE_NT=1): more stutters, no lower capture time here
([#1841](#1841))
([f4e6fdd](f4e6fdd))
* **vk:** the texture shadow's pages kept in place and copied by the
capture helpers
([a4ccf07](a4ccf07))
* **vk:** the write-back shadows stay while VRAM is full of free space
inside VMA's blocks
([23738b6](23738b6))
* **vk:** what play makes goes into a pipeline cache of its own, one
file per save (no 0.5-1.2 GB rewrite in play)
([74c15be](74c15be))
* **vk:** what play makes goes into a pipeline cache of its own, one per
save, not the whole cache again
([1b0ea22](1b0ea22))
* **vk:** write the pipeline cache only when its data changed (no 1.1 GB
rewrite at every start)
([bd5086a](bd5086a))
* **vk:** write the pipeline cache only when its data changed since it
was read or last written
([5a3fd42](5a3fd42))
* **vk:** write the pipeline cache only when its data changed since it
was read or last written
([9f4fb8e](9f4fb8e))

---
This PR was generated with [Release
Please](https://github.com/googleapis/release-please). See
[documentation](https://github.com/googleapis/release-please#release-please).

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
DevL0rd pushed a commit to DevL0rd/Hookshot that referenced this pull request Nov 12, 2026
…#1832)

Above a Frame rate cap of 60, NotRexed#1612 makes the game's frame step the frame's
own time: under 1 (0.42 at 144 fps). The counter that pops up above Link's
head after a pickup (rupees, Deku Sticks, seeds, bombs) moves the count it
shows toward the new total by (int)(step * max(distance / 50, 1)) and fades
when they meet (f_80a87e50). At 0.42 that cut is 0 every frame: the count
never moved, and the counter stayed until a door or a talk replaced it.

The counter's step now goes through hos_frame_whole (host/frame_whole.h),
which carries the fractions per counter while the frames' own time is the
step, so the count moves at the game's rate whatever the frame rate. Without
that step (a cap of 60) the amount is cut exactly as the game cuts it.
f_832b32b0, the one other reader of the frame step that cuts it straight to
whole frames ((unsigned)step into a counter), takes the same carry. The
build warns when either site is not found.

Found with the step forced to 1/144 s on a slower PC (the counter stuck),
the frame-time keeper's fields put back to their 60 fps values one at a time
(only the step mattered), and logging the step's readers as they first ran
(f_80a87e50 started at the pickup).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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