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fix(vi): keep the game at real speed under a Frame rate cap above 60 - #1612
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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>
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…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>
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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>
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🤖 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 -> 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>
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…#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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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.pypatch_frame_seconds: at the two places where the engine turns the nominal rate into a time step (the frame's step inf_80706be0, the global step inf_83b6ea90), the lifted code takesbase * <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.crealtime_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.HOS_FPS_STEP=0keeps the rate-up-to-the-cap behaviour, for comparisons. A build whose lift does not have the hook keeps it too.HOS_FPS_LOG=1also 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.
HOS_FPS_MAX=240, this PRHOS_FPS_MAX=240 HOS_FPS_STEP=0(as main is)tests/test_frame_rate_cap_step.py(registered intests/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), andrealtime_stepcut fromhost/nn_vi.cand run with the cap at 120 and 60, withHOS_FPS_STEP=0and without the hook. It fails on main'snn_vi.cand on main'soot_patches.py, each on its own.the frame's time at 1 step divide(s)in two files).Not covered
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.
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