Remove game log backpressure and measure Windows K/M kernels

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Codex committed 2026-10-01 18:37:14 +03:00
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@@ -46,6 +46,18 @@ the GPU before returning it to D3D12. Only two diagnostic counters (8 bytes)
are read by the CPU; image data remains in VRAM. Validation failures are
reported explicitly. Disable this diagnostic when measuring production speed.
`-ProfileStages` records CPU completion time for seven interop/NGX stages.
The runner drains stdout/stderr concurrently as raw bytes; the earlier
line-oriented PowerShell collector imposed large per-frame delays. The optional
ZLUDA kernel profiler is for diagnostics only. Measurements and reproduction
commands are in [windows-performance.md](windows-performance.md).
Ordinary runs use OptiScaler info logging and suppress successful HIP/CUDA API
messages. Errors, GPU identity, imports, frame records and native/translated
kernel launches remain logged. `-VerboseRuntime` enables all API and frontend
trace messages when investigating a failure. Numerical relaxation flags are
cleared in the child process; FP16 rounding and subnormals stay enabled.
Original files are backed up before replacement. Restore with:
```powershell