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Fixed VR Frame Interpolation frame-history copying bottleneck
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@@ -252,6 +252,12 @@ produced 359 new stereo submissions in 4 seconds (89.7 FPS). This verifies submi
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not full-race performance or visual quality on a headset. Pass a draw count, for example
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`stereo_frame_worker_smoke 2000`, to stress uniform preparation and renderer/producer overlap;
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`stereo_frame_worker_smoke 2000 0` checks native stereo with interpolation Off.
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Use `stereo_frame_worker_smoke 1000 1 1` to exercise ten-matrix palettes and their
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larger uniform history, or `stereo_frame_worker_smoke 1000 2 1` to switch interpolation
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On/Off during recording. The test compositor discards obsolete ticks and uses
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high-resolution waits on Windows, keeping missed ticks from accumulating into bursts.
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It pre-warms the next game frame like the runtime and excludes the first 60 frames
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from timing so shader compilation and initial resource allocation do not skew steady-state results.
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The test checks that the producer stays above 55 FPS as well as checking headset submissions;
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replaying an old scene more often must not hide a slowed simulation. Validate actual races in VDXR at 90 Hz with
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Auto/90 selected, including race entry/exit, first person, recentering and pauses.
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@@ -263,6 +269,11 @@ Retained interpolation reserves eye ranges at seal time and fills them once at t
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time. VR interpolation also releases the producer after sealing so eye encoding can overlap the
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next game frame, as it does with desktop interpolation.
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When VR interpolation is enabled at batch start, uniform recording also uses cached CPU
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memory. Matching and history capture read that buffer, then the used prefix is copied to
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the mapped upload buffer before unmapping. The backing choice stays fixed until the batch
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ends, including mid-frame flushes, so live setting changes cannot invalidate pending tasks.
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## Current limitations
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- Only the project's supported PAL `RMCP01` translation has race instrumentation addresses.
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