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Performance Implemented

OpenAI Codex edited this page Nov 1, 2026 · 2 revisions

Implemented mechanisms

Reviewed: 2026-11-01 · Source: b7140848 · Availability: current main; stable/main boundaries are stated below.

Present in reviewed main; this does not by itself mean enabled, in the latest stable, fully qualified or faster in every game. Source presence, release availability, configuration and evidence are separate. Complete43-merge register, controls, measured outcomes.

Mechanism Default / apply / platform Availability Delivered benefit and evidence boundary
Bulk packet processing On; GL/Vulkan; live Earlier stable Batch eligible arrays; scalar fallback preserves malformed/unsupported behavior.
Fast fence polling On; GL/Vulkan; live Earlier stable Exact32-bit fence read avoids general lock route; ordering remains authoritative.
Windows QPC / short waits On; Windows waits Earlier stable Exact clock conversion and interruptible waits; wake/CPU tradeoff is workload-specific.
OpenGL native S3TC On; restart Earlier stable Supported compressed uploads avoid CPU decode; Vulkan BC is separate.
Bounded vertex uploads On; Vulkan; live Earlier stable Repack only needed span with bounds checks.
Clean texture stages Automatic eligible shortcut Earlier stable Retain identity/freshness guards; extra #258 policy consumer unmerged.
Color-download folding On; Vulkan; live Earlier stable Eligible copy shares active submission; unsupported copies remain separate.
Hybrid rendering Prewarm; restart Earlier stable; later readiness main-only Fallback while specializing supported draws; not guaranteed stutter removal.
Three shader cache layers Cache On Earlier stable; later readiness main-only SPIR-V, learned recipes and driver bytes save different work; no universal FPS claim.
Unchanged shader early-out On; Vulkan hybrid Earlier stable Skip redundant executable selection while uniforms still update.
Transient growth On; Vulkan; restart Earlier stable Bounded capacity retention trades memory for fewer drains.
Unchanged scanout Automatic guarded route Earlier stable Reuse only a complete matching scanout identity.
Vertex freshness/private versions #85/#89/#125 Avoid ordered copies On; Vulkan Earlier stable Correct GPU-authored bytes first; direct unread pages/private versions avoid eligible copies.
Mono sinc #182 / DSP JIT default #183 Mono automatic; JIT On; realtime Off Latest stable Avoid duplicate mono work; JIT default selects an existing engine.
ADPCM block reuse #187 Automatic fresh-byte identity Main only Owned cross-callback block cache; final native repeatable game gain not established.
SGE/payload mappings #190/#275 Callback-bounded reuse Main only Reuse mappings while reading current bytes; issue310 native losses retained.
Local format #191 Automatic per callback Main only Decode CFG_FMT once; broader persistent controls remain research.
Voice workers #200/#201/#305 Auto 1–4; explicit 1–16; restart Auto-four/completion repair main-only Bound overhead and preserve worker completion/exit ownership; not multiple Xbox CPUs.
Generated FNSTSW AX #296 Within x86_64 hard FPU; restart Main only Large focused status-time reductions; retained modest PGR2 scene cost/context gaps.
Texture/depth correctness Automatic eligible routes See register Fresh DMA identity, guest-write preservation, cubemap mips and DOT_ZW; no invented FPS.
Depth-alias foundations #282–#289 Bounded foundations Main only Ownership/retention/layout/dispatch/recorder delivered; held #290/#291 end-to-end consumers absent.
Input/GPU selection/build identity Saved configuration and guarded fallbacks Mixed; register gives boundary Usability/compatibility and crash repair rather than universal speedup.
Diagnostics and production fixtures Explicit tools/tests Later additions main-only Read-only ownership/finish attribution and deterministic regression coverage; runtime gain N/A.

Historical researches remain dated. Shader Browser is removed, linear #189 unmerged and GP HLE unmerged. Research/retired.

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