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Reduced frame delivery stutter by stabilizing the phase of each present call relative to the display deadline — frames now land at a consistent point in the interval regardless of CPU timing variance
Fixed presentation gate reading the wrong deadline (next frame's instead of current frame's), which caused the gate to reject most frames and rarely activate
Improved deadline chain smoothing — blends actual frame time into the deadline advance to reduce the alternating overshoot/undershoot pattern in frame delivery
Added overload detection hysteresis to prevent rapid on/off flipping when the game is borderline GPU-bound
Faster cadence bias convergence — large presentation drift corrections now apply within 1-2 measurement windows instead of 5-10
Added Reflex pipeline timing extraction for more accurate presentation latency correction on DX12 Reflex games
Added 7 new CSV telemetry columns for pipeline analysis: reflex pipeline latency, queue trend, present duration, GPU active time, AI frame time, CPU latency, and gate margin