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nxnative-easy/docs/agents/symptoms.md
T
seeddsandRAHUL REX 4acde72a6e Recover the frame step after movie and thermal caps (#253)
Keep the proven frame cost and GPU reference for each cap, and probe the
shorter hold when a movie or thermal cap ends. Otherwise a GPU-bound game
can fall straight back to 30 fps without a usable recovery reference.

Save an uninterrupted sustained run when a cap begins, even if no earlier
hitch populated cref. Keep the earlier reference through short runs and
update it after another sustained run. Count cap-release probes and give
them all 30 grace frames: the completed frame at the old cap consumes none.

Add movie and thermal recovery regressions, including first movies,
repeated caps, full grace and failed-probe backoff. Document the mechanism
and link it from both Zelda game notes.

Validated: 64/64 frame-step checks, including ASan/UBSan; six checks fail
against the original PR. Production thermal tests and ThreadSanitizer,
docs tests and diff checks pass; the BotW Mac host builds. Device clock
recovery remains modelled, without a new gameplay observation.

Co-authored-by: RAHUL REX <75500427+RahulRex0@users.noreply.github.com>
2026-10-26 14:22:03 +08:00

106 KiB
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Symptom index

One line per symptom in the subsystem references: what you see (an assertion, a [RED] line, an abort or crash site, a visible result) and the entry that explains it. Search this page for the text in your log first (grep -i the function name, the [RED] text or the address form), then read the entry and the game notes it names. Generated by dm/tools/docs_symptoms.py from the entries' Symptom bullets: change the entry, then run it.

Packing

Rewriter

Memory and address space

Threads

Services and SDK calls

Movies

Audio

Frame rate

NVN objects

Rendering

Shaders

Game state