Cache D3D12 recording lookups without retaining game resources
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@@ -54,6 +54,27 @@ public ZIPs exclude these objects. Install/restore with private overrides
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restores sentinel DLL/config byte-exactly, without duplicate slash/backslash
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manifest paths.
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Production K/4K with private output stores completes 9982 frames and 9982
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finite GPU scans; the user reports 43-47 FPS. Random per-hook CPU sampling
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then localizes contention to the shared command-list routing map. A per-thread
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weak lookup cache bypasses that mutex for repeated calls, invalidating on map
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mutations to preserve Reset/final Release/address reuse. Queue and per-list
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synchronization remain. The regression resets/re-splits the same object twice
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per iteration with different root constants and verifies both GPU outputs.
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All sixteen CTest gates pass. The cached game run completes 4770 K/4K frames
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and 4770 finite GPU scans, zero failures/CPU image copies/aged outputs. The user
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reports 49-51 FPS and 53% GPU usage. Aggregated sampled access/capture time
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falls from 977.528 to 233.606 ms/s across threads; it includes parallel lock
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waits and must not be treated as serial frame time. Median recording interval
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is 19.473 ms. `-ProfileCommandHooks` is optional and off during ordinary play.
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Detailed scope and timings are in [windows-performance.md](windows-performance.md).
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Post-cache full-pipeline checks also pass: three K/4K HDR frames and four M
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512x288 frames match their previously validated controls with max absolute and
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relative RGB error 0, all RGBA finite. Public archive validation checks all 63
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entries and their SHA256 against package.json; NVIDIA DLLs and private texture
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objects are absent. `package-windows-game.ps1 -ArchivePath <zip>` archives only
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the staged manifest, including on Windows PowerShell 5.1.
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Performance diagnostics (2026-10-01): the separate ZLUDA `b0161a4` runtime
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passes 32 PTX launches in each context and all four native K/M frames with
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bit-exact RGB against their controls. All thirteen exported patches (0002
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