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Fixed frame delivery overshooting where frames were consistently landing late, causing micro-stutter — the presentation gate was reading the previous frame's deadline instead of the current frame's, so it almost never held frames back when it should have
Fixed a feedback loop at high FPS where the scheduler's render time estimate would inflate and never recover — when sleep time hit zero the estimator fell back to its own stale prediction instead of using real measurements, creating a cycle of overshoot
Fixed render time estimator seeding from a stale predicted value after FPS target changes — the initial estimate now uses the first real measurement so the scheduler converges immediately instead of fighting an outdated baseline