WIP: vi: add experimental native pacing with a committed game clock #340
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monsterlag wants to merge 6 commits from
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Delete branch "feat/native-fps"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Requesting more than 60 native frames per second must also change the timestep consumed by the game. This experimental change couples effective pacing to a valid committed clock input and caps pacing at 60 while movie pictures are active.
The default remains 60 Hz. HOS_FPS_TARGET=61 through 120 opts in with Real time and normal VI pacing; Per frame and disabled VI pacing retain the 60 Hz policy. No private clock override is required. The hook preserves the original load/conversion/quotient/downstream calls and changes only the low four vector bytes when a valid committed sample exists.
Standalone generation installs one verified, idempotent MAIN hook. Missing, multiple or altered targets fail before writes; stale generated code is rejected. No generated game code, SDK/reference functions, binaries, profiles, captures or game data are included.
Current head
38ecf72normally merges upstream4cfa08f, including the accepted API4 aspect change. Native policy, clock patch, movie handling and tests are byte-identical to runtime-tested3b4cf65. The six-case runtime numbers below belong specifically to3b4cf65/API3 on releaseddevice-lost-fix/ff10b2d.Validation:
38ecf72: Windows/Linux source checks, SPIR-V validation and AppImage build. These do not replace runtime validation.587a638, this head plus #417) built successfully with matching host/renderer interfaces. A fixed-100%-resolution, FG-off requested-70 pilot measured 69.2 FPS and visibly moved to the path short of Mido, with no dialogue or visible NPC contact. It closed normally. The rock-to-path transition was not continuously captured, and this unmeasured pilot does not establish speed or physics fidelity; it also includes #417 beyond this PR.587a638fixed-resolution 60/70/60 short-route comparison completed with guards 60.0/68.0/60.0 FPS and late checks 59.7/69.4/60.0. Each session used the same one-second input, fresh checkpoint, screenshot cohorts and 10-snapshot observation cadence, and closed normally. No sampled NPC contact/dialogue/fall/reset/collision appeared; continuous terrain clearance remains unverified.This remains a draft. The three 60-control displacement measurements span 1.45%. Requested 70/75 distances were 1.20%/2.00% below the control mean, both outside the observed control range. Mido interaction may constrain endpoints, and UI capture timing differed, so these measurements do not establish game-speed or physics fidelity. No stable 75 FPS, 120 FPS performance, wider progression or exact jump-timing claim is made.
The newer short-route weighted displacements were 4.216292/4.068889/4.216342 pixels. The 70 estimate is 3.50% below the two-control mean and outside their observed span, but all three nearest-integer-centroid distances are identical at 4.123106 pixels. Map-registration correlations are weak (0.247–0.399), and fractional centroids have no calibrated subpixel accuracy. This does not establish either a speed change or precise speed/physics fidelity. The measurements and their limitations are preserved; no displacement acceptance tolerance was invented.
Physical controls/audio, wider progression, AMD/Intel/Linux runtime, handheld mode and current-source Per-frame/no-pacing runtime behavior remain unverified. A longer unobstructed route or a better calibrated state measurement is still needed for fidelity. Keep the feature opt-in and experimental with the default 60 path intact.
Closing to keep the queue clear — please rebase on current main and reopen; thanks!