Measure Windows submission costs and validate faster private K output stores

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@@ -9,6 +9,51 @@ validation coverage are recorded below. Performance remains in progress.
## Milestone and gates
Upstream refreshed and merged on 2026-10-01 through
[`f0d1a65`](https://github.com/countervolts/d4r/commit/f0d1a65e27aff6cbe7eeaa13227c80facb9056ab)
and artifact fix `65dfc9f`. Windows retains strict f16 rounding and the exact
M attention baseline. Upstream's optional denormal override now drops only
FP32 requirements, preserving FP16/FP64. All sixteen rebuilt native K/M
objects have the same SHA256 as the previously validated objects. All thirteen
ZLUDA patches apply to the pinned fresh base; all sixteen CTest gates pass.
The local ZLUDA source includes that denormal correction at `2378af7`; the
measured runtime remains the separately recorded `b0161a4` binary, with the
override unset. Package metadata records the binary build's actual commit.
Additional production-style runs: M at 1920x1080 completes 4833 frames with
4833 finite-output GPU scans and no backend failures. K at 3840x2160 completes
4685 frames, 51535 native launches and 4685 finite-output GPU scans. Both use
current-frame VRAM interop, no CPU image copy and no previous-frame fallback.
The user confirms visible imagery at 4K but reports low FPS and about 25% GPU
usage. This percentage is not an isolated DLSS/WMMA hardware measurement.
The game runner now launches without an attached debugger by default, while
retaining a kill-on-close process job, raw stdout/stderr, exit code, loaded
module inventory and frontend/driver logs. `-CaptureExceptions` enables the
original attached debugger and minidumps. A K/4K run without it completes
5774 frames / 63514 native launches / 5774 finite-output scans, zero failures.
The user reports 38-42 FPS. Recording/replay measurements: average split setup
0.284 ms, replay 0.025 ms, submitted texture-state publication 0.029 ms,
suffix completion 0.405 ms. These do not explain tens of milliseconds of
missing performance. NGX recording intervals average 27.474 ms, median
28.466 ms; they are not a DXGI Present measurement. The first debugger control
never left the startup screen and is explicitly not a valid FPS comparison.
K output bottleneck: the 2961-frame 4K profile measures its translated output
tail at 4.401670 ms, larger than all eleven native transformer layers combined.
The Windows texture build preserves upstream Accuracy mode and creates private
NVIDIA-derived output objects. Both LDR and the game's HDR/inverted-depth/low-MV
variants pass strict full-frame comparisons: eight 512x288 frames each, then
three 3840x2160 frames each, max absolute/relative RGB error 0 and all RGBA
components finite. Controlled 4K tail GPU means: LDR 2.907823 -> 1.803233 ms;
HDR 2.978547 -> 2.088347 ms. The 6221-frame game profile executes the native tail
every frame, with zero backend failures and mean tail time 1.801918 ms. Scene
differences preclude an exact game FPS speedup claim. `-LocalTextureKernels`
requires matching source DLL, object and manifest hashes after validation;
public ZIPs exclude these objects. Install/restore with private overrides
restores sentinel DLL/config byte-exactly, without duplicate slash/backslash
manifest paths.
Performance diagnostics (2026-10-01): the separate ZLUDA `b0161a4` runtime
passes 32 PTX launches in each context and all four native K/M frames with
bit-exact RGB against their controls. All thirteen exported patches (0002
@@ -141,7 +186,7 @@ Do not integrate NGX until the integer PTX workload is stable on the real GPU.
| M6: K layers, full transformer and image validation | PASS: 11 real-weight layers, 44 native launches, four D3D12 frames bit-exact against native CUDA, 81.85–92.91 dB versus translated K |
| M7: M FP16-equivalent baseline and full transformer | PASS: all blocks of 40 native launches exactly match NumPy; targeted independent PTX regression matches; four D3D12 frames bit-exact against corrected translated M |
| M8: standalone Windows D3D12 NGX harness | PASS for ordinary recorded EvaluateFeature and explicit boundaries: K/M, four frames each, no shim CPU image copies; both bit-exact against explicit boundary baselines |
| M9: OptiScaler integration, profiling, installation | Patched frontend K/M PASS; K game menu and M saved level PASS; profiling and final package pending |
| M9: OptiScaler integration, profiling, installation | Patched frontend and game K/M PASS, including K 4K and M 1080p finite output; native/translated GPU profiling and reversible install PASS; remaining FPS investigation and final archive in progress |
## Public NGX identity and OptiScaler gate (2026-10-01)