Queue native Windows DLSS asynchronously and drain feature consumers
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@@ -61,11 +61,23 @@ The recording interval measures NGX calls on the recording thread, not Present.
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frame scheduling; use it separately from a production FPS measurement.
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`-ProfileCommandHooks` samples one in 64 D3D12 interceptions to distinguish
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tracking/lock waits from driver calls. It is disabled in ordinary runs.
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`-ProfileCudaApi` aggregates existing CUDA API host durations without adding
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HIP events or synchronization. `-UncachedInteropLists` restores per-frame
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copy-list allocation for comparison with the normal safely reused lists.
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The runner drains stdout/stderr concurrently as raw bytes; the earlier
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line-oriented PowerShell collector imposed large per-frame delays. The optional
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ZLUDA kernel profiler is for diagnostics only. Measurements and reproduction
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commands are in [windows-performance.md](windows-performance.md).
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`-AsyncInterop` enables the experimental K scheduling path. Submission queues
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the current frame's input/output dependencies and returns while a CUDA worker
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executes DLSS. Owned command memory is retained until GPU completion; feature
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release and resource reconfiguration wait for pending consumers. It passes
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the standalone queued-frame and Release/CreateFeature exact-output regression,
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but remains opt-in while game stability and performance are checked. It
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currently requires one D3D12 command queue. This switch is independent of
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profiling and output scans; omit those diagnostics for a production FPS run.
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Ordinary runs use OptiScaler info logging and suppress successful HIP/CUDA API
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messages. Errors, GPU identity, imports, frame records and native/translated
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kernel launches remain logged. `-VerboseRuntime` enables all API and frontend
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