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The host-executable hold-back announced in 1.0.17 was not in the binary. The test lived in the diagnostic enumerator, which runs only at detach; the function that writes the fourteen bytes never had it. skip_exe was parsed, logged and echoed into the config, so a report showed skip_exe=1 while the executable was patched on the first scan. It is now in the loop that patches. 1.0.17's notes described behaviour that could not occur.
CfgReload ran on the render thread every frame when the bridge never delivered one — a file open, parse and close inside the lock the game's own threads contend for. It was throttled on a frame counter that stops when delivery stops. The throttle is on the clock now.
The game's own DLSS was suppressed on three frames into which nothing was written.BridgeWillDeliver is answered before the frame runs; BridgeFail left frame_ready standing until the third failure. It clears on the first now.
The rebuild pause could never escalate. Its counter was zeroed on every resume, so a shape that never settles rebuilt eight times every three seconds for the whole session, silently.
msaa_reported was cleared by the opposite condition, so a game alternating sample counts traded two messages forever.
DLSS.Render.Subrect.Dimensions were swept into 1.0.18's mirror-only rule. They describe the region this feature is asked to process, which this bridge knows exactly. Restored.
Changed
NGX results are named, not printed as hex: 0xBAD0000B, UnableToInitializeFeature.
Notes
Baldur's Gate 3 exports NGX from bg3_dx11.exe too. With the executable held back its calls still arrive through the driver's loader and everything works — the first evidence that holding it back costs nothing.
Three of these were one shape: a state reset at the wrong point of its own cycle.
Verified on Baldur's Gate 3. The Elder Scrolls Online mitigation is still unverified there.