Remove game log backpressure and measure Windows K/M kernels
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@@ -46,6 +46,18 @@ the GPU before returning it to D3D12. Only two diagnostic counters (8 bytes)
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are read by the CPU; image data remains in VRAM. Validation failures are
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reported explicitly. Disable this diagnostic when measuring production speed.
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`-ProfileStages` records CPU completion time for seven interop/NGX stages.
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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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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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trace messages when investigating a failure. Numerical relaxation flags are
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cleared in the child process; FP16 rounding and subnormals stay enabled.
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Original files are backed up before replacement. Restore with:
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```powershell
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