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Correct what a review of this intake's commits found.
A second reading of the commits taken in from pull requests found these, each traced in the code: - heap_lazy: the camera speed's search read the whole heap, which with the setting on committed every page and undid what it saves; a scan now steps over the pages the lazy heap never committed (mem_untouched_run). tests/frame_step_check.py and tests/save_share_check.py no longer linked (frame_rate.c and fs_host.c call the new memory functions; the second also missed mem_probing before); both pass again. The settings text says that with the setting on a PC out of commit ends the game in play, not at start, and the census comment is back over its own function. - Pipeline libraries on AMD's older Windows driver: the condition is the driver for RDNA 2 and older (RX 400 to RX 6000), not RX 5000 and RX 6000 only, and the texts named a price the code does not have. With libraries off a new pipeline is built by a worker while its draw is left out, and the start waits for every recorded pipeline instead of 20 s at most. The texts say so, and that the finding is one player's on one card. The menu strings nothing shows are as they were. - Page file hint: it comes only when Windows sizes every page file, and it names the initial size and the automatic management that must be unticked first. - Frame generation note: it keeps "needs an RTX 40 or newer" for the players it is right for and points the others to the log; the bridge's line says it is Streamline's general support check. - Comments and settings texts that still described the old behaviour: the process commit bound, the wait with shadow storage, the scratch's least size, the action prompt under auto. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> (cherry picked from commit 19f03aa01b26d6e17fb5fc70ad987aa8c68e8225)
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@@ -160,8 +160,9 @@ beside the game.
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driver keeps the prepared shaders' libraries in that cache, and a smaller limit drops the oldest as new ones come in
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(a 2048 MB cache could not hold them): every start then builds them again in the background, and play stutters, with
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some things missing for a few frames, until that is done. The log's `library warm` lines say when this happens.
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- With 16 GB of RAM, give Windows a fixed page file of at least 32 GB (System, About, Advanced system settings,
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Performance Settings, Advanced, Virtual memory: Custom size, then restart). Windows counts the game's video memory
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- With 16 GB of RAM, give Windows a fixed page file whose initial size is at least 32 GB (System, About, Advanced
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system settings, Performance Settings, Advanced, Virtual memory: untick the automatic management, Custom size with
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an initial size of 32768 MB or more, Set, then restart). Windows counts the game's video memory
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against RAM plus page file, and a page file Windows sizes itself grows too slowly for Hyrule Field: the game then
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lets textures go and the ground can flash white or black. The log says `system commit low` when this happens.
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- **Screen** in the menu has Texture filtering (anisotropic, up to 16x, at once), Texture detail (Reduced and Low
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