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SteamVR on the Steam Frame ran the game at half the 120 Hz display rate, since render-first pacing submits only when a game frame is sealed, and filled every other refresh itself even with Motion Smoothing off, which doubled the HUD and the menu screen while the head turned. With the new [vr] repeat_frames (default on for the Frame, off elsewhere, live), the pacing thread waits a millisecond for the eyes and otherwise spends the refresh on a keep-alive cycle that resubmits the retained layer with its rendered poses, paced by xrWaitFrame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3