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Guard validation compares fresh game bytes against a reusable buffer instead of copying each block into a Lua string: 10-35% less CPU per poll in the synthetic benchmark, most in repair-heavy scenes. The same reads, guards and results; profiling counts are unchanged.
About half the Lua garbage per poll in realistic synthetic scenes, with a byte-identical command log (changes first built as v2.10.3, never released separately).
A one-second cooldown before re-posing the same actor again for small corrections (under 10 cm and 5 degrees); larger gaps and rotations bypass it. This cuts repeated re-posing of settled Charger ragdolls.
Measured in real play: about 0.29 ms to 0.14 ms of main-thread time per frame in missions.