The climb velocity step (1.4.3 main+0x1f49754, 1.2.1 main+0x1918220) multiplies the requested velocity by Nintendo's
factor for a movement loss that grows with the frame rate. 1.4.3 fits it at 30 and 60 fps and caps it at 2 from about
77 fps (63% climb speed at 120, 34% at 240); 1.2.1 has no 60 fps branch (78% at 60). Below a 1/60 s step the set climb
continues the factor with a curve fitted to a replayed ladder climb, taking the patch page's frame ratio without the
time scale, so 30 and 60 fps keep the shipping factor bit for bit, slow motion included. Only the player's climb
modules reach this code. Its own setting, climb_fix under [frame rate], with a menu toggle; off without the real-time
step. Ladder replay, 1.4.3: 1.665 / 1.663 / 1.669 / 1.681 m/s at 30 / 60 / 120 / 240 (shipping 120 1.046, 240 0.563).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The heap bound in scene_for counts the output's own growth against the 2 GiB limit, so a 7680x4320 output at
render_scale game went from the 4096x2304 scene dev renders to 2712x1526, with no setting changed. The bound now
shrinks no scene below 4096 a side, the size dev gave; scenes the 4096 cap kept smaller still grow up to the bound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With dynamic_res at 0 by default the fixres set held the scene at 100 % for every player, the reason #573 was turned
down. The default is now 1, so the set stays off unless a player turns dynamic resolution off in the menu or
totk.ini, and the Steam Deck profile no longer needs its own entry.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The setup wrote romfs-patches-xbox and romfs-patches-xbox-label for 16:9 only, so prompts = xbox on a 21:9, 32:9,
16:10 or 3:2 screen (the Steam Deck's 1280x800 among them) kept the game resolution at 1920x1080 (cfg.c) or, with
output_res set to the screen's shape, fell back to the Switch prompts. #979 fixed this for prompts = pc; this extends
the same mechanism to both Xbox folders, the shared-files option of #378 by way of #979's --reuse.
- The setup builds romfs-patches-xbox-<w>x<h> and romfs-patches-xbox-label-<w>x<h> for each of ASPECT_SIZES, from
their 16:9 folder with --reuse, as it does for romfs-patches-pc-<w>x<h>.
- romfs.c overlay_init: at a game resolution of another shape any prompts' folder loads from <folder>-<w>x<h> in place
of romfs-patches-<w>x<h>, not only the PC one; without it the Switch prompts stay, and the log names the missing
folder and the command that makes it. romfs_shaped_pc_ready becomes romfs_shaped_prompts_ready(folder, w, h).
- cfg.c: the display-shaped output_res default applies with prompts = xbox when the folder of the pad layout
(romfs-patches-xbox with the Nintendo layout, romfs-patches-xbox-label with any other) is there for that size.
- The menu's note for a missing shaped folder reads "off at this game resolution (no layout made for it)" in every
menu language, since 16:9 is no longer the only shape with prompts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
vk_mvobj_execute's draws (mo_emit) push set 0 and then bind set 1. Under the validation layer (SDK 1.4.363) a push for
a new INDEPENDENT_SETS layout keeps the push set the layer made for an earlier layout (the replay's last draw) and drops
the writes to bindings that layout lacks: every run with DLSS and validation reported the last-frame banks as missing
(VUID-vkCmdDrawIndexed-None-08114, variable vp_c20) and then faulted inside VkLayer_khronos_validation.dll. The
replay's own draws avoid this by binding set 1 first (set1_first in bind_descriptors); the motion draws now do the
same, only while the layer is active.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
vk_contact_exec ended the pass and recorded a memory barrier only. Once a G-buffer draw samples the linear depth or the
scene colour in its own pass, those images stay in ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT across passes
(vk_exec_draw.c, feedback loops), and the march then bound them in GENERAL as a sampled and a storage image. The Vulkan
validation layer reported it on every frame with contact shadows on (vkCmdDispatch imageLayout-00344, followed by
barrier, BeginRendering and QueueSubmit layout errors: 40 per run at Lookout Landing, 0 with contact_shadows = 0).
vk_exec_barrier ends the pass and moves those images back to GENERAL in the same full barrier, as every other
barrier does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/make_mvobj_fs.py assembled OpSelect of a vec4 with a scalar bool condition, which only SPIR-V 1.4 and later
allow. The module is 1.0, so spirv-val in the Vulkan validation layer rejected it (Expected vector sizes of Result Type
and the condition to be equal: Select). The condition is now splatted into a bvec4 first; runtime/vk_mvobj_fs.h is
regenerated and passes spirv-val.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On 1.2.1 the game asks a compound physics shape for its first child's material at main+0xe056d0 and reads the result
without a check. At the reported crash the shape had none of its 125 children left, although every child is filled
when the shape is built. The crash handler now prints that shape's live bits and each record's shape pointer and name,
which tells removed children from switched-off ones and names the object. It runs only after the crash.
--probe-kernel builds a fake shape in a crashing child and checks the listing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
UHD Graphics (i3-1215U, i3-1305U) and Iris Xe drew coloured noise on foliage with dynamic alpha to coverage and black
patches over the scenery with dynamic vertex input; players confirmed that vk_dyn_a2c = 0 and vk_dyn_vertex = 0 clear
both. vk_caps.intel_igpu_win marks Intel's proprietary Windows driver on an integrated GPU, and both defaults follow it.
An explicit ini value still wins. Arc discrete GPUs and Mesa's ANV keep both on: no report there, and the ANV report
(#989) had both off with its glitch still present.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The VM refused C0 (register conditional), so cheats like C046B400 FFFFFFFF were greyed out as unsupported. C0 now
runs with dmnt's operand types 0-5, widths and conditions; C1 and C2 save, restore and clear registers, C3 moves
registers to and from the static registers. tools/cheats.py gives the same opcode lengths and accepts the same opcodes.
skip() took the end of a nested block at depth 1 for the else of the failed outer block; it now counts depth the way
dmnt does, and 2x000000 is an else only for x = 1.
tests/cheats_vm_check.py runs tools/cheats.py and runtime/cheats.c on cheats of its own, the two from the issue
included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The table of the frames each target was last rendered into was direct-mapped with 1024 entries. In a 1.4.3 field run about 16 entries rendered the frame before were taken by another subresource each frame, the scene's colour target among them, so every draw there whose pipeline was still building waited for it as one-shot, 50 to 400 ms, instead of skipping a frame. Sets of 8 ways that evict the way rendered longest ago lost none in the same run.
1.4.3 scales the scene size it reads from the patch page by canvas width over the console mode's base width, which is
1280 in handheld, not 1920. A handheld 1280x720 output at render_scale 100 put 1920x1080 on the page, so the game
rendered a 1920x1080 scene while the DynamicTextureAllocator heap was sized for 1280x720, and heavy scenes ran it out
(crash at main+0x1c2590). scene_scale now uses the mode's base for res_init and res_dlss_mode. In handheld the game
composes a 1280x720 canvas unless the output patch is on, so the output patch is switched on with the scene patch there
and the canvas is the output the factor and the heap assume. Docked is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Since the textures moved to a pool of their own, the default device-local
blocks hold mirrors and other buffers. With VMA's 256 MiB blocks one block
held 53 MiB of them after 10 minutes in the field, and the headroom thread
kept half a block of each device-local type ahead. TOTK_VMA_BLOCK_MIB
(default 64, 0 = VMA's 256) sets the size; the headroom spare follows it.
On the RX 9070, 10 minutes in the field: VMA blocks 3582 -> 3252 MiB,
process commit 8614 -> 8327 MB, slow frames 13 (2.8 s) -> 9 (1.1 s).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: the image retry goes through vk_texture_image, sweep_pressure keeps the released-texture cap on the new
drop helpers, and vk_headroom_release also frees the texture pool's anchor.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Textures shared the default 256 MiB blocks with the mirrors and other buffers, and a block went back to the driver
only once everything in it was gone. On the RX 9070 after a few minutes of roaming the field, 3 of 9 device-local
blocks were 13-27% full, held by a hundred small textures and buffers each, and blocks held 0.8-1.4 GB more than their
allocations; where device memory takes process commit, that commit backs nothing.
Own-memory textures now go to a VMA pool with 64 MiB blocks (TOTK_TEX_BLOCK_MIB, 0 = the default pools). Images of a
quarter block or more, images the driver wants a dedicated allocation for, and images the pool's memory type does not
take get memory of their own; the requirements are read before the image is made, since VMA checks neither for a
custom pool. The headroom thread keeps the pool's next block ahead like the default pools'.
Same 10-minute route: 807 MiB of blocks beyond their allocations instead of 1037, most pool blocks 75-100% full, slow
frames not up. Probes pass on v143.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
79c6951 left the closing brace of a debug block in the per-heap loop, so the function ended early and the build failed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Released textures stayed until 2048 of them were kept or VRAM passed 90% of the budget. On the RX 9070 a 10-minute
field run kept 818 MiB of them, while almost every take-back came within a second. TOTK_TEX_RELEASED_MIB (default
256) runs the same drops as under VRAM pressure while the released entries hold more own memory than that. On the
same route the run ended with 1.1 GB less process commit and 1 GB less in VMA blocks; 15 dropped textures were
created again and the slow frames did not change.
Also documents TOTK_MEM_RESERVE_MIB.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Crash logs ended in fatal errors when the system's commit ran out for a moment: a staging buffer (-2), a guest commit
with the system at 24442 of 24447 MB, image creation (-2). Windows grows a system-managed page file and some drivers
charge device memory to the process commit, so the same request often succeeds a moment later.
oom.c holds the wait nvn_api_cmd.c realloc_wait already used: it requests a release, retries every 10 ms for up to
30 s, logs the first 8 with the commit numbers. rt_oom_request sets a flag that vk_texture_new_submit takes (one atomic
load per submit): it drops up to 256 released textures of the two kinds sweep_pressure drops (overwritten, clean
mirrored), never GPU-written content, and frees the headroom blocks. vk_oom_release does at once what needs no submit:
headroom blocks, finished upload batches and deferred objects.
- memory.c commit: waits and retries without frz_lock between tries; every caller waits, boot ones too.
- vk_staging and the draw-data chunks (vk_exec_draw.c scratch): release, then wait; the open upload batch is not
submitted, its caller still records into it.
- create_tex: release and one retry; no wait under the texture lock, the texture is asked for again at its next use.
- the texture write-back buffer: release, then wait.
- the headroom thread keeps no spare block for 30 s after a failure.
TOTK_TEST_OOM=<site>:<n> (commit, staging, image, chunk) fails the first n attempts; probe-kernel forces 3 refused
commits, probe-vkexec 2 staging buffers, 1 image and 1 chunk, and both pass through them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
79c6951 left the closing brace of a debug block in the per-heap loop, so the function ended early and the build failed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
c838d96 counted system memory for every discrete GPU but NVIDIA's, an assumption. An RTX 5080 log (#398) showed 10.4 GB
of process commit at frame 1200, about what the RX 9070 holds with its VRAM counted, and the RTX 3060 Ti in #670 ran
out of system commit (17.8 GB) at 4K with its VRAM full. vk_mem_host_probe now allocates 128 MiB of device-local memory
once after device creation and compares the process commit before and after; half the size or more turns the system
memory cap on. The log line carries the measured amount, so user logs show what each driver does.
RX 9070: "a 128 MiB device-local allocation took 128 MiB of process commit".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The size rule for TOTK_ASTC_BC looked at the largest device-local heap only. On an integrated GPU that heap is system
RAM reported as VRAM (10.6 GiB on the Ally X, 14.9 GiB on the 880M), so RGBA8 stayed on exactly where memory is
shortest. vk_mem_uma() now turns BC3 on there as well.
7900X iGPU, field save, same exe, frame 1800: RGBA8 commit 7047 MB, GPU 49-53 ms, 16.8-18.4 fps; BC3 commit 6155 MB,
GPU 42.6 ms, 21.6-21.8 fps.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Headroom woke for every memory type that got new device memory, the staging pool's own 64 MiB blocks included, and
then kept a 256 MiB spare block in that type's default pool. On the RX 9070 the default pools of host memory types 1
and 3 held 4 MiB, beside 512 MiB of spare blocks. Textures and mirrors, whose block allocations headroom moves off the
render thread, live in device-local types.
RX 9070, field save, 60 s: heap 0 VMA blocks 192 MiB instead of 704, driver usage 1384 MiB instead of 1896; 60 fps,
1% low 51.9.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The paths that give memory back under pressure (headroom's spare block, released textures, pool mirrors) watched the
Vulkan heap budget only. On a UMA GPU that budget is gigabytes of the same RAM the game runs in, and on Windows the
AMD driver charges device-local allocations to the process commit one to one (RX 9070: VRAM use and private bytes
grew by the same 1164, 256 and 256 MiB). Crash logs show the result: the process at 4.4-10.5 GB of commit, 16 GB
machines at 80-94% RAM, std::bad_alloc inside amdvlk64.dll (#285), allocation failures on Intel UHD.
vk_mem_host_room (vk_memory.c) is what the system can still give beyond a reserve (TOTK_MEM_RESERVE_MIB, 1536):
commit, and on a UMA GPU physical memory too; Linux overcommits, so there only a UMA GPU's available memory counts.
NVIDIA is left out, not measured. vk_mem_vram caps the budget at use plus that room, and headroom keeps its spare
block only while four blocks fit in it.
RX 9070, field save, 60 s with the room near zero from the start (TOTK_MEM_RESERVE_MIB=21000): commit 7124 MB instead
of 8965, VRAM 2631 MiB instead of 3781, released textures 153 instead of 1866; mirrors refused for 423 MiB of pools,
GPU 4.45 ms a frame instead of 3.34 ms, 60 fps either way. Without pressure nothing changes. The census logs the
room, the device class line the mode.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A driver that runs out of memory faults or throws std::bad_alloc instead of returning an error: #285's log shows
bad_alloc inside amdvlk64.dll under gpl_link, and nothing in the report told that apart from a driver bug. The crash
report now prints the process and system commit, as rt_fatal does for our own failed allocations; --probe-kernel
checks the line.
The census at frames 600 and 1800 logs the commit as a baseline and, per heap, VMA's blocks and allocations beside
the driver's usage and budget, so a report shows whose memory grew.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The crash report named the lifted function and printed the guest registers, but the lifted code keeps guest
registers in host locals and writes them back only at calls, so the dump showed stale values and the faulting
instruction stayed unknown. Logs from #1005, #967 and #998 could not be traced further than the function.
The report now adds the x86 registers of the faulting thread (Windows and Linux), 64 bytes of machine code around
rip with the offset into the lifted function, so the instruction can be found in a local build of the same version,
64 bytes of memory around every register value that points at readable memory, and the first 128 bytes of the
guest stack. --probe-kernel checks the new lines with a child that faults with known values in rbx and x19.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ported onto vk_dlaa_plan (#794): the scene end in the inventory also records its submission and op (end_fence,
end_pos) so chunked replays see it at the same point. DLSS-only: everything sits behind dl_active().
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
entry_of decides at record time whether a new texture takes the content of a live GPU-written texture at its storage
(alias_copy) or the storage bytes. In a chunked replay the source's GPU ownership is set when a chunk records its
render, so the choice followed the order the threads got to the chunks: a later chunk could take the old bytes before
an earlier chunk recorded the render, and a mirrored texture keeps them. Now a chunk that makes an entry while a live
colour texture of its size sits at the storage waits until the chunks before it are recorded (vk_exec_chunk_settle,
the texture lock released for the wait), skips sources the scan revives at a later op, and ignores GPU ownership a
later chunk set in this submission. slot_resolve and vk_texture_by_id_locked no longer read tslots through a pointer
taken before the wait.
TOTK_REPLAY_SKEW_US (debug) makes the even chunks wait before they record, so the chunk after each one records
first in every submission. With it at 3000 us and 4 threads the field save runs clean (grass drawn, 0 validation errors); the alias path
did not fire there (0 copied, 0 filled from storage), so this does not reproduce the missing grass reported on
RADV, and the fix there stays unconfirmed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DLSS kept the replay on one thread: its decisions follow the passes in replay order, its jitter and camera are noted
draw by draw, and its evaluation reads the per-object motion list the scene's draws build. Now the scan takes DLSS's
decisions on its own state (vk_dlaa_plan, split out of vk_dlaa_pass) and notes the scene camera in replay order
(vk_dlaa_scan_draw), and the copy of the lit scene and the evaluation are records of the chunk that holds the op
(vk_dlaa_exec). A chunk's draws are jittered while they come before the op the scan ended the scene at. The
evaluation waits until the chunks before it are recorded, and the chunks after it wait for it (a hold), since they
sample its output. Chunks note their draws for the per-object motion one at a time (mo_lock in vk_exec_draw.c); the
uniform overrides of a motion draw and shader_for's last-frame variant flag are per thread, as the other chunks' draws
go on meanwhile; the FXAA shader table takes concurrent lookups. fxaa = 0 runs in chunks too.
With dlaa = 1 at 4K (DLSS Quality) on 1.2.1 and an RTX 5070, replay_workers = 4 takes the frame rate from 70 to 78
fps where the CPU is the limit, with no one-frame glitch in 241 consecutive frames.
(cherry picked from commit 04f8bb1b57)
replay_workers = N (0, the default, keeps the sequential replay) records a submission of enough draws in chunks that start between passes, on N threads and in twice as many chunks, and submits them in order. In the town at 4K on an RTX 5070, 4 threads take the replay from 8.2 to 4.5 ms a frame and the frame rate from 71 to 79.
A sequential scan on the submitting thread applies only what is queue state (fixed-function and bind ops, render targets, render enable and conditions, samples-passed counting) and keeps a copy of it where each chunk starts, with how far its lists got: inline uniform updates, RENDER_COND results, contact shadow marches and the ops that drop uniform copies. A chunk takes those from the lists instead of from the chunks before it, starts with every image in GENERAL and ends with a full barrier, so its recording depends only on the copy and the lists.
Each thread records with a context of its own: the replay's memos, descriptor state, occlusion query segments and per-command-buffer state moved from file statics into VkExec and VkExecDraw, and the tables the contexts share (stand-ins, depth twins, views, mirrors, timestamps, completion callbacks, crumbs) take locks or atomics. The scan makes render targets live in replay order and notes the op (vk_texture_revive), since a chunk can sample a storage before the chunk that renders it got there or after the scan went past a later target there: a chunk's texture slots resolve as of its own op, and the chunks after a texture with no entry yet wait for the chunk that makes it. Uniform copies are dropped at the op that writes them (vk_usnap_drop_at).
Contact shadows plan their march in replay order (vk_contact_plan) and the chunk that holds its op records it; the HDR source keeps the copy that comes last in replay order. DLSS and fxaa = 0 act on the frame draw by draw and keep the replay sequential. TOTK_REPLAY_STATE_CHECK=1 compares the state after the last chunk with the scan's.
A draw or dispatch whose shaders write storage buffers drops the uniform copies they cover from its own op on, as the other GPU writes do (scan_writes). The scan still translates no shader: it reads the shaders the recording contexts translated from a table shared with them (vk_exec_draw_writes), and an op whose shader no context translated yet holds the chunks after it until it is recorded. Before, the chunk that recorded such a write dropped the copies for every position at that moment, so a later chunk recorded first bound the copy taken at the submit call: on an RX 7800 XT on RADV the grass near the camera came out dark or unshaded in some runs with 4 threads.
TOTK_TRACE=perf counts the chunks held per submission by reason and logs when each chunk of the last submission began. The settings menu has the thread count under Advanced, Scheduling, with the count this run uses under it.
The recorder thread begins, ends and submits the submission's open part (vk_rec.c rec_end_cb), so a chunk's mirror prologue stays off it: vk_sync_part waits until the recorder is idle, as the part pool allows one thread at a time, then records, ends and submits the prologue itself. Through the recorder the prologue could reach the queue before it was ended, and the GPU lost the device at the title screen.
(cherry picked from commit b94e2e9642)
FCMP and the vector compares no longer flush denormal operands under FPCR.FZ: rt_fpcr_sync keeps MXCSR.DAZ equal to
FPCR.FZ, and x86 compares under DAZ read a denormal as a zero of its sign, as ARM does under FZ. The directed RMode
check of FN(op) and FN(vop) moved into the result check's branch, and min/max skip it, since they do not round.
Hot lifted functions shrink by about 10% of their x86 instructions; the town camera-pan bench (1080p, two runs each)
goes from 10.25 to 9.78 ms per frame. simd.py (60000 encodings), lift.py and func.py report 0 failures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With vb_used the streams a draw does not read got the zero buffer, so draws in a row that read different streams
bound all 17 slots again almost every draw. On an RTX 5060 Laptop that cost 16 % of the frame rate (issue #974). Now
only the read streams are compared, one bind covers the changed ones, and the others keep the buffer bound earlier
in the command buffer, which the deferred frees keep alive until the submission is done.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The setup wrote romfs-patches-pc for 16:9 only, so prompts = pc on a 21:9, 32:9, 16:10 or 3:2 screen kept the game
resolution at 1920x1080 (cfg.c) or, with output_res set to the screen's shape, fell back to the Switch prompts.
- make_romfs_patches.py --reuse <folder>: a file of an earlier overlay whose contents match is hard-linked (copied
where links fail) instead of compressed again; the output is byte for byte the same.
- The setup builds romfs-patches-pc-<w>x<h> for each of ASPECT_SIZES from romfs-patches-pc with --reuse: only the
Common archive is compressed, so the fifteen folders take about two minutes and 6 MiB each instead of 22 minutes
and 73 MiB each.
- cfg.c: the display-shaped output_res default applies with prompts = pc when romfs-patches-pc-<w>x<h> is there
(romfs_shaped_pc_ready); Xbox prompts keep 1920x1080 as before.
An i5-1235U or Core 3 100U has 2 P-cores. Binding the five frame-critical threads there, with a spinning recorder
among them, crowds two cores and their hyperthreads while the E-cores stay idle. plat_perf_core_setup now counts the
allowed physical P-cores and selects nothing below PC_MIN_CORES (4), so the scheduler places those threads as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
rec_submit queued each part's submission and then drained the ring until the recorder had submitted it: 0.29 ms a
frame in the town on a Ryzen 7900X, 0.34 ms on 4 cores. Now it publishes the submission and returns
(TOTK_REC_ASYNC=1, default). The queue order the present, uploads, readbacks and device waits rely on is kept by
vk_queue_lock: a thread's first lock waits until the recorder submitted what was queued before (rec_queue_wait).
The recorder itself and a thread that already holds the lock skip the wait. rec_submit reports the first failed
submission the recorder made. Town, in-run A/B: replay -4.1% on all cores, -2.9% on 4 cores / 8 threads; queue
users waited about 0.02 ms a frame. fight2 with TOTK_REC_CHECK and the town under sync validation are clean.
Where the recorder does not poll (fewer than 6 usable logical processors) the producer now publishes the ring head
every 8192 words instead of 64, as Savage Wind Recomp does (runtime/nvn/vulkan/record.c rec_init): each publish
there costs an event set and a wake-up. Town on 4 logical processors: frame interval -1.3%. TOTK_REC_PUB=ab
compares both; the perf log counts the recorder's wake-ups and the queue waits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>