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Make the release 0.10.1: every setting under the Game tab's Testing heading is off by default again, CPU helper threads (replay_workers = 0) and Start next frame early (tail_early = 0) among them.
Co-Authored-By: Claude Opus 5.5 <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: 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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# 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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# 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 = 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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# 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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# 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: 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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# 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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# 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 = 1
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# tail_early = 0
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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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