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Ocarina steps its game by the clock (the same frame-numbered walk covers half the distance at 120 fps), so in a build without the fps60 and realtime patch sets the pacer holds frames to the frame limit alone: any rate from 30 to 1000, the monitor's rate, or unlimited (164 fps average in Kokiri Forest). The menu always shows the row, with 165, 240 and Unlimited added. NX2NAVI_PACE_HZ sets the pacer's rate for tests. A compute pipeline is compiled outside the pipeline lock, and one compile serves the replay and the boot prebuild alike; the prebuild uses half the CPUs. The guest waits at most NX2NAVI_PREWARM_WAIT_MS (3000) for the boot prewarm, which then goes on in the background (a cold start waited 9.8 s). NX2NAVI_TEST_PAD_AT attaches the test gamepad late and presses it, to test a controller switched on in play. README, docs/architecture.md, docs/controls.md and AGENTS.md describe the Ocarina build. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>