From 601a9546764bda94a376ad2c8e8284fa0f2c6d0e Mon Sep 17 00:00:00 2001 From: chrg6 Date: Fri, 13 Nov 2026 17:54:39 -0500 Subject: [PATCH] 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 --- nx2navi.ini.example | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/nx2navi.ini.example b/nx2navi.ini.example index c875a3f8..65f1527f 100644 --- a/nx2navi.ini.example +++ b/nx2navi.ini.example @@ -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