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Reflex can hold the frame limit where each frame starts (nx2sl_reflex2), but the driver only takes a limit through Streamline, the SDK does not say whether its minimum interval counts the frames the game draws or every frame on screen, and nothing tells the game that the limit holds. dlssg_pace_step decides from what the presenting guest thread sees alone: the limit Reflex should be given (the drawn period, 0 during a movie, before the first host present, after 200 ms without one, or when not allowed), and whether Reflex holds this frame's limit, which it does only once Streamline took exactly that limit. Over windows of 60 presents Reflex held to one period and multiplier, over half sooner than three quarters of the period means nothing holds the game and the pacer takes the limit for the run; over half the multiplier periods apart means the driver counted the frames on screen, and Reflex is given the period over the multiplier from then on, or the pacer the limit if it happens again. Being pure, the decision is checked without a GPU: tests/dlssg_pace_check.py builds it with undefined-behaviour traps and drives it through each case; four mutations of the header (the window's majority, the idle bound, a host present stamped after the clock read, the applied-limit test) each fail it. docs/building.md "Checks" names it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>