Render adapter M2 step 1 done (runtime 1dda5fb)
Render adapter: M2 transfers interface, ticks; measured against M1
Render adapter: M2 transitions, queries, timestamps, draw state
Render adapter: M2 slices (passes, barriers, dispatches, accesses)
Render adapter: M1 done (resources made in Metal)
Render adapter: A6 done; performance: mutable-format images
Render adapter: A6 frames; stability: display view fixed
Render adapter: A6 host pass objects; stability: early-freed view
Render adapter: A6 resource binding
Render adapter: A5 done
Render adapter: A5 pipelines; measuring order
Render adapter: A5 vertex input
Render adapter: A4 done Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: A4 accesses, bindings, draw state, passes Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FSR 4.1.1 on Metal: building, credits, architecture Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: A3 done Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: A3 in progress Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: A2 done Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: A1 done Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: A0 done Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render adapter: approved specification Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Credits: instanced tessellated draws from bloodborne_mac_port 4565225 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Document in-game trophy notifications Mirror the source documentation after moving trophy notices into the game overlay and removing the standalone helper.
Mirror current visual issue status Describe the save-reload blood report and keep the older flash and colour-noise observations on the watch list.
Mark lighting fix in 0.8.2 Mirror the runtime stability table after the texture collector fix is included in 0.8.2.
Document character lighting collector fix Mirror the runtime stability and Metal renderer conclusions after the native 1440p copied-save checks.
Mirror Cathedral Ward stability caveat Note that the separate GXRenderThread null read remains unconfirmed after the GX worker fix.
Mirror runtime stability and MetalFX notes Update the wiki with the GX worker and shader cache fixes, native renderer status, MetalFX measurements and contributor credit.
Document Metal recorder lifetime fix Mirror the runtime stability and native renderer findings after the shader lifetime fix.
Record native 1080p crash scope