Say in nx2navi.ini.example how much game memory the copy sweep reads.

The review found the copy_retire text inaccurate: it said the thread reads 16 bytes of game memory per copy every 5
seconds. The sweep (nvn_api_cmd.c retire_pass) fingerprints each new copy once and visits at most 4096 known copies per
5-second pass. The text now says so. No code changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
chrg6
2026-11-13 17:54:39 -05:00
parent b072b8a2d4
commit 601a954676

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@@ -1104,8 +1104,8 @@
# 1: with trace = perf, the "mem: sizes" line also counts the recording copies (the game's recorded command lists,
# kept until the game hands their control memory over again) that no submission used for 5 minutes and whose control
# memory the game has written over since, or no longer maps: copies the game will not use again. A thread of its own
# reads 16 bytes of game memory per copy every 5 seconds; nothing is freed. The count is a lower bound: memory written
# over with the same bytes is not seen. Read at start. Default: 0.
# reads 16 bytes of game memory for each new copy, and for up to 4096 known copies every 5 seconds; nothing is freed.
# The count is a lower bound: memory written over with the same bytes is not seen. Read at start. Default: 0.
# copy_retire = 0
# Texture entries the bindless texture pool may create in one refresh (images and their uploads); the rest wait for
# the next refresh and show their stand-in until then. Lower spreads streaming over more frames (smaller hitches, a