engine: cut the models' and the engines' memory
- the weights go into the command buffer with vkCmdUpdateBuffer (recordContents); the host-visible staging copies are gone, and the host copies are dropped once recorded - an engine's own output image is created only for frames that do not write the caller's texture (K, M, RR D/E, RR F), cleared on first use - preset F: the tile slots share the arena with the network's regions, and the gather records' rows fill the gaps between encoder 0's regions (rr.txt "s3", six words on enc0's block; D4R_ENGINE_RR_ARENA keeps the old separate layout for arena dumps) - the shim reserves the render size the feature was created with for the M/L Vulkan network instead of the output size; a frame beyond it goes to a second, output-sized engine (1.1 GB less for M, 1.4 for L at 1280x720 -> 4K); replay_m gains D4R_M_CAPACITY Every reference capture still byte-identical; through the shim the harness process peaks 159 MiB lower.
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@@ -755,8 +755,12 @@ conversion inputs up to the output size. Use a K package with all sixteen recons
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upscaling ratios; older single-table packages cannot match NGX at every ratio.
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L and M update the Vulkan network's active token grid, exposure grid and reconstruction tier per frame.
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Their input and history planes reserve the constructor's render capacity; the shim reserves output-sized
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capacity for the Vulkan path. Bilinear reads clamp to the active rectangle. A render-size change resets
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Their input and history planes reserve the constructor's render capacity. The shim reserves the render size the
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feature was created with (or the first frame's, when larger), as NGX does; a later frame beyond that goes to a second,
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output-sized Vulkan engine, and the first is kept until the feature is released. Reserving the output size for every
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feature cost 0.85 GB (M) and 1.08 GB (L) at 1280x720 -> 4K; the images are byte-identical either way (harness,
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2026-10-14: created 1280x720 with 854x480 frames, created 854x480 with 1280x720 frames, and the second engine
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forced). Bilinear reads clamp to the active rectangle. A render-size change resets
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L/M temporal history. Input dimensions must be at least 64 on each axis and cannot exceed the output.
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Standalone callers set `GameFrameM::renderWidth/renderHeight` or `MFrameSettings::renderWidth/renderHeight`;
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zero keeps the constructor size.
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