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Keep CPU helper threads on Automatic and Start next frame early on by default in 0.10.1, as in 0.10.0, and give 0.10.1's notes the video memory fix.
The release commit for 0.10.1 had turned both off by default (replay_workers = 0, tail_early = 0). They stay as 0.10.0 has them: replay_workers = auto, half the processor's physical cores less one (3 on 8 cores), and tail_early = 1. A player's session with all four Testing settings at 0 filled the video memory as before (bug capture 7: 15.5 GiB in use, 20.7 frames a second); what filled it were the images of moved render targets, which the two commits before this one fix. runtime/cfg.c, runtime/ui/menu.cpp, runtime/vk_exec.c and nx2navi.ini.example are back as they were at 0.10.0. The notes of 0.10.1 lose the entry about the defaults and take the fix's entry from the draft for 0.10.2, which goes. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -86,23 +86,23 @@
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# the game has sometimes rewritten by then.
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# replay_async = 0
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# EXPERIMENTAL. Record the large groups of draws of a submission on this many replay worker threads beside the
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# submitting one: auto or 0 to 16. Default: 0, the replay records everything on one thread. auto (the default in
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# 0.10.0 only): half the CPU's physical cores less one (2 on 6 cores, 3 on 8, 5 on 12, at most 6), none on four cores or
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# fewer and none on AMD's driver for RX 6000 and older Radeon cards, where a player's game lost its graphics device with
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# workers on; the log's "replay workers automatic" line says how many. 3 gave 51.7 instead of 43.6 fps standing in Hyrule Field on an RX
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# submitting one: auto or 0 to 16. Default: auto, half the CPU's physical cores less one (2 on 6 cores, 3 on 8, 5 on
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# 12, at most 6), none on four cores or fewer and none on AMD's driver for RX 6000 and older Radeon cards, where a
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# player's game lost its graphics device with workers on; the log's "replay workers automatic" line says how many.
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# 0: the replay records everything on one thread. 3 gave 51.7 instead of 43.6 fps standing in Hyrule Field on an RX
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# 7900 XT, and more than 3 gave nothing more there. Also in the menu: Game, Testing, CPU helper threads.
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# With 1 a worker records each long run of draws while the submitting thread waits for it: no faster, it checks that
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# the pictures stay the same.
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# replay_workers = 0
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# EXPERIMENTAL. 1 lets the game start on its next frame while the graphics card still runs the end of the last one: the
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# replay_workers = auto
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# 1, the default, lets the game start on its next frame while the graphics card still runs the end of the last one: the
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# upscaler (FSR 4, FSR 3.1 or DLSS) and the interface drawn after it. The graphics card runs the same work, with the
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# copies of what it wrote for the game moved before that end, and the game's waits end once those copies and the
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# results it reads are there. A frame whose end hands the game anything else runs as before. Default: 0 (1 in 0.10.0
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# only). Standing in Hyrule Field on an RX 7900 XT with FSR 4: 50.7 instead of 42.5 fps, and 63.5
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# results it reads are there. A frame whose end hands the game anything else runs as before. Default: 1 (0 up to
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# 0.9.2); 0 turns it off. Standing in Hyrule Field on an RX 7900 XT with FSR 4: 50.7 instead of 42.5 fps, and 63.5
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# instead of 49.4 with replay_workers = 3.
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# Does nothing without one of those upscalers, nor with the lazy write-back (the default on NVIDIA and Intel cards).
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# Also in the menu: Game, Testing, Start next frame early.
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# tail_early = 0
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# tail_early = 1
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# EXPERIMENTAL, with replay_workers. replay_pipe = N (1 to 4, default 0): the submitting thread goes on past up to N
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# groups its workers still record. replay_small = N (0 to 63, default 0, needs replay_pipe): a group of N draws or more
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# that is too small to share out (fewer than 64 draws) goes whole to one worker; 64 or more reads as 63. Kokiri Forest
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