docs(tested): Threaded rendering (#588) in the Market on a 6-core Linux desktop, interleaved Off and Auto #688

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GrimVisage wants to merge 1 commit from GrimVisage/Longshot:docs/tested-market-threaded-588 into main
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Type: docs · Risk: low · Tested on: Linux (Fedora 45), Ryzen 5 5600X, RX 9070 XT (RADV 26.2.7) · Needs: none

Why

#588 turned Threaded rendering on by default (Auto) where the game has 12 or more logical processors, and lists AMD, Linux and PCs at the cutoff as untested. A 6-core / 12-thread Ryzen 5 5600X is exactly at that cutoff, where the render and recorder threads have the least room beside the game's own threads. This PR records four interleaved runs from that PC in the Market, standing and moving, so the setting's default has numbers from an AMD Linux desktop at its cutoff. The scene is the one #597 reports rough frame times in (the Castle Town market by day as child Link). See #588, see #597.

What changed

Four run files under docs/tested/, nothing else. They compare Threaded rendering Off against Auto (on here) in one build of main 6c9edffe, on a Ryzen 5 5600X with an RX 9070 XT on Fedora 45.

  • docs: docs/tested/2026-11-14-threaded-rendering-market-grimvisage-run01.md to run04.md, one run each, in the format of docs/tested/README.md: run01 and run04 Off, run02 and run03 Auto, each with its five parts' numbers.

The runs these files record

One build of main 6c9edffe (with #588), built as a player's (the Linux container, then the AppImage's --cli --fsr); the two sides differ only in the options file's threaded_rendering= (2 Off, 0 Auto; the log said vk: Threaded rendering: Auto: on, the render thread and the recorder thread (12 logical processors) in every Auto run and Off in every Off run).

Each run: a fresh copy of one child Market save (longshot_ctl.py launch --save --slot), uncapped (HOS_FPS_MAX=240), the frame-time log on (RX_VK_FRAME_LOG), Disable camera centering On, the upscaler Game's own, 1280x720 window. Link was steered by his position through the control bridge (status pos and camera yaw, the left stick held without gaps), on the gate's centre line, in five parts of 60 s each:

  1. gate: standing where the save starts, by the gate;
  2. laps: running between 3 m inside the gate and a few feet short of the fountain (about 48 m each way);
  3. laps turning the camera: the same, with the right stick held at half;
  4. fountain: standing a few feet short of the fountain;
  5. fountain turning the camera: standing there, the right stick at half.

The game's clock runs on and the Market reaches night about 5 minutes after loading, so before each part the clock was set to 12:00 with the Debug tab's Set time (Debug tools on for the test run only, HOS_OOT_CHEATS=1, the action sent through HOS_INPUT_LIVE; the log's cheats: requested 12:00 checked each time, and a picture taken). Two warm-up runs (Auto, Off), then four measured runs interleaved Off, Auto, Auto, Off. No NPC was in the way in any run (the route sidesteps a bump; none happened).

Measurements

Verdict: nothing to measure in the game for this PR: docs only. The files pass their format check, and the game-free suite gives the same result as on main (CONTRIBUTING.md, "Measurements": docs).

Hardware: Ryzen 5 5600X, 31 GB, Fedora 45 (kernel 7.3.3), Python 3.15.2
Scene: none (game-free checks)
Method: python -I -B tests/test_tested_configurations.py, and python -I -B tests/run_all.py on main and on this PR
How to reproduce: the two commands above from the repository root

Before: main @ aa95d35f After: this PR @ 45439546
tests/test_tested_configurations.py 25 tests OK (without these files) 25 tests OK, with the four files
tests/run_all.py 503 passed, 12 failed, 78 skipped 503 passed, 12 failed (the same 12), 78 skipped
$ python -I -B tests/test_tested_configurations.py
Ran 25 tests in 0.037s
OK

$ python -I -B tests/run_all.py
503 passed, 12 failed, 78 skipped in 97 s (linux, 12 at once)
(failed on main aa95d35f and on this PR alike: test_appimage_player_build, test_cpm_discovery, test_crash_dialog, test_env_on, test_lift_cleanup_error, test_make_game_cache, test_mods_size_table, test_options_budget_once, test_pipeline_tour, test_readback_late, test_vk_pgo, test_walk_key)

What the runs show

Baseline: main @ 6c9edffe with Threaded rendering Off, against the same build with it on Auto: #588 is merged, so its effect is the setting, not a main-against-PR build.

Medians of the two runs a side (run01/run04 Off, run02/run03 Auto); fps, 1% low, median and p99 frame time from RX_VK_FRAME_LOG over each part's presents; the replay's submit time and GPU time the medians of the log's status lines in each part.

Threaded rendering Off: main @ 6c9edffe Threaded rendering Auto (on): main @ 6c9edffe Δ
gate: fps / 1% low 40.1 / 28.6 47.0 / 32.6 +17% / +14%
gate: median / p99 ms 24.85 / 31.64 21.07 / 27.62 -3.78 / -4.02 ms
laps: fps / 1% low 34.0 / 19.4 36.7 / 18.0 +8% / -7%
laps: median / p99 ms 28.57 / 45.21 26.43 / 43.22 -2.14 / -1.99 ms
laps turning the camera: fps / 1% low 38.9 / 19.6 40.6 / 21.6 +4% / +10%
laps turning the camera: median / p99 ms 24.49 / 44.25 23.79 / 41.07 -0.70 / -3.18 ms
fountain: fps / 1% low 38.7 / 24.3 40.6 / 26.1 +5% / +7%
fountain: median / p99 ms 25.45 / 36.48 24.28 / 34.72 -1.17 / -1.76 ms
fountain turning the camera: fps / 1% low 36.6 / 24.8 37.9 / 25.6 +4% / +3%
fountain turning the camera: median / p99 ms 26.94 / 38.46 26.03 / 36.38 -0.91 / -2.08 ms
replay submit a frame (gate, laps, fountain) 15.52, 17.55, 14.03 ms 11.84, 13.52, 11.03 ms -3 to -4 ms
GPU time a frame (gate, laps, fountain) 13.30, 14.05, 11.85 ms 11.60, 13.38, 11.45 ms about -0.4 to -1.7 ms

The two runs of a side agree within about 1 fps in every part. Auto is ahead in every part's fps, median and p99; the one number behind is the laps' 1% low (Off 18.5 and 20.2, Auto 17.1 and 18.8).

A sampled pair (the same routine with HOS_PROFILE=5 and HOS_SAMPLE_ALL, one run a side, read with scripts/crit.py; its fps is lowered by the sampler and not used above): with Off the Presentation thread runs the replay (26.6% of a core); with Auto it is 1.0%, and the render thread (36.4%) and the recorder thread (30.0%) take it. No thread is saturated, the busy cores average 3.1 (Off) and 3.6 (Auto) of 12, the six BaseProcExecutor workers run 26 to 28% (Off) and 28 to 30% (Auto) each, and sead::MainThread is blocked in about 85% of instants on both sides: the extra threads do not look short of cores here, and moving stays bound by the game's own job chain, as in #389.

A status line of each side, in the laps part:

Threaded rendering Off (off1, laps)
[hos Presentation Thread] vk: a frame's replay time (ms): submit 17.41, present 0.13, draw 10.40, descriptors 3.00, texture lookups 0.33, uploads 0.00, pipelines 0.40, programs 1.34, commands 4.83, dispatch 0.87, memory sync 0.59, queue submit 1.82, slot wait 0.12
[hos Presentation Thread] vk: 6480 presents, 34.6 fps; a frame: 2814 draws (0 skipped), 130 dispatches, 185 passes, 170 barriers, 6 submits, 0.1 uploads (0.0 MB), 82 ub updates (57 overlays), GPU-bound wait 0.1 ms (recording slots only); 32481 pipelines (1971 ms), 0 programs (10 failed), 2545 textures (4457 MB)
[hos Presentation Thread] vk: GPU time 13.9 ms a frame (the longest submission 5.3 ms); 10.2 textures made a frame

Threaded rendering Auto (auto2, laps)
[hos host] vk: a frame's replay time (ms): submit 13.08, present 0.10, draw 7.30, descriptors 2.73, texture lookups 0.19, uploads 0.00, pipelines 0.39, programs 1.31, commands 2.27, dispatch 0.65, memory sync 0.60, queue submit 1.53, slot wait 0.09
[hos host] vk: 7440 presents, 37.8 fps; a frame: 2770 draws (0 skipped), 128 dispatches, 178 passes, 165 barriers, 6 submits, 0.1 uploads (0.0 MB), 82 ub updates (57 overlays), GPU-bound wait 0.1 ms (recording slots only); 32481 pipelines (1994 ms), 0 programs (10 failed), 2477 textures (4235 MB)
[hos host] vk: GPU time 13.3 ms a frame (the longest submission 4.7 ms); 6.3 textures made a frame

Flags and settings

None.

Testing

Tested: the files' format check (tests/test_tested_configurations.py) and the whole game-free suite on Linux (Fedora 45), on main aa95d35f and on this PR; the 12 failures are the same on both. The runs themselves were made in the game on this PC (Ryzen 5 5600X, RX 9070 XT, RADV 26.2.7), as described under What changed; no flash, missing object or device loss was seen in the Auto runs.

Not tested: the website's catalogue built from these files (it reads docs/tested/ directly; not built here); Hyrule Field's culling tables, which #588 names as still open with it on, were not part of these runs.

Must be tested: None

Risks

What could break: nothing the game, the builds or the checks run; at most the website's catalogue, if a file read badly there.

Turning it off: revert the commit (it only adds files under docs/tested/).

Compatibility: Nothing changes.

Issues

See #588
See #597

Checklist

Everyone

  • One topic.
  • The title is a Conventional Commit (type(scope): description) of the status line's type.
  • Why gives the reason plainly and links the issues that fit (the tracker searched).
  • Measurements has a verdict, or one line saying why there is nothing to measure.
  • Testing names what was tested, what wasn't, and what must still be tested, where and how.
  • Rebased on current main.
  • python -I -B tests/run_all.py passes (any failure that also fails on main is named).
  • No game files, dumps, build output or generated files.
  • third_party/ untouched (a new folder with a PROVENANCE.md instead).
  • The license is OK: GPL-3.0-or-later, nothing incompatible and nothing decompiled.

When it applies

  • AI assistance recorded with Assisted-by: / Co-Authored-By: trailers.
  • Numbers from the same PC, scene and settings, at least 2 interleaved runs each, the median reported.
  • A file in docs/tested/ for each new measured run (format in docs/tested-configurations.md).
  • Docs updated.

🤖 Generated with Claude Code

https://claude.ai/code/session_015WSf61FhmEj27PMf2u9LFq

**Type:** docs · **Risk:** low · **Tested on:** Linux (Fedora 45), Ryzen 5 5600X, RX 9070 XT (RADV 26.2.7) · **Needs:** none ## Why #588 turned Threaded rendering on by default (Auto) where the game has 12 or more logical processors, and lists AMD, Linux and PCs at the cutoff as untested. A 6-core / 12-thread Ryzen 5 5600X is exactly at that cutoff, where the render and recorder threads have the least room beside the game's own threads. This PR records four interleaved runs from that PC in the Market, standing and moving, so the setting's default has numbers from an AMD Linux desktop at its cutoff. The scene is the one #597 reports rough frame times in (the Castle Town market by day as child Link). See #588, see #597. ## What changed Four run files under `docs/tested/`, nothing else. They compare Threaded rendering Off against Auto (on here) in one build of main 6c9edffe, on a Ryzen 5 5600X with an RX 9070 XT on Fedora 45. - docs: `docs/tested/2026-11-14-threaded-rendering-market-grimvisage-run01.md` to `run04.md`, one run each, in the format of `docs/tested/README.md`: run01 and run04 Off, run02 and run03 Auto, each with its five parts' numbers. ### The runs these files record One build of main 6c9edffe (with #588), built as a player's (the Linux container, then the AppImage's `--cli --fsr`); the two sides differ only in the options file's `threaded_rendering=` (2 Off, 0 Auto; the log said `vk: Threaded rendering: Auto: on, the render thread and the recorder thread (12 logical processors)` in every Auto run and `Off` in every Off run). Each run: a fresh copy of one child Market save (`longshot_ctl.py launch --save --slot`), uncapped (`HOS_FPS_MAX=240`), the frame-time log on (`RX_VK_FRAME_LOG`), Disable camera centering On, the upscaler Game's own, 1280x720 window. Link was steered by his position through the control bridge (`status` pos and camera yaw, the left stick held without gaps), on the gate's centre line, in five parts of 60 s each: 1. **gate**: standing where the save starts, by the gate; 2. **laps**: running between 3 m inside the gate and a few feet short of the fountain (about 48 m each way); 3. **laps turning the camera**: the same, with the right stick held at half; 4. **fountain**: standing a few feet short of the fountain; 5. **fountain turning the camera**: standing there, the right stick at half. The game's clock runs on and the Market reaches night about 5 minutes after loading, so before each part the clock was set to 12:00 with the Debug tab's Set time (Debug tools on for the test run only, `HOS_OOT_CHEATS=1`, the action sent through `HOS_INPUT_LIVE`; the log's `cheats: requested 12:00` checked each time, and a picture taken). Two warm-up runs (Auto, Off), then four measured runs interleaved Off, Auto, Auto, Off. No NPC was in the way in any run (the route sidesteps a bump; none happened). ## Measurements **Verdict:** nothing to measure in the game for this PR: docs only. The files pass their format check, and the game-free suite gives the same result as on main (CONTRIBUTING.md, "Measurements": `docs`). Hardware: Ryzen 5 5600X, 31 GB, Fedora 45 (kernel 7.3.3), Python 3.15.2 Scene: none (game-free checks) Method: `python -I -B tests/test_tested_configurations.py`, and `python -I -B tests/run_all.py` on main and on this PR How to reproduce: the two commands above from the repository root | | Before: main @ aa95d35f | After: this PR @ 45439546 | |---|---|---| | `tests/test_tested_configurations.py` | 25 tests OK (without these files) | 25 tests OK, with the four files | | `tests/run_all.py` | 503 passed, 12 failed, 78 skipped | 503 passed, 12 failed (the same 12), 78 skipped | ``` $ python -I -B tests/test_tested_configurations.py Ran 25 tests in 0.037s OK $ python -I -B tests/run_all.py 503 passed, 12 failed, 78 skipped in 97 s (linux, 12 at once) (failed on main aa95d35f and on this PR alike: test_appimage_player_build, test_cpm_discovery, test_crash_dialog, test_env_on, test_lift_cleanup_error, test_make_game_cache, test_mods_size_table, test_options_budget_once, test_pipeline_tour, test_readback_late, test_vk_pgo, test_walk_key) ``` ### What the runs show Baseline: main @ 6c9edffe with Threaded rendering Off, against the same build with it on Auto: #588 is merged, so its effect is the setting, not a main-against-PR build. Medians of the two runs a side (run01/run04 Off, run02/run03 Auto); fps, 1% low, median and p99 frame time from `RX_VK_FRAME_LOG` over each part's presents; the replay's submit time and GPU time the medians of the log's status lines in each part. | | Threaded rendering Off: main @ 6c9edffe | Threaded rendering Auto (on): main @ 6c9edffe | Δ | |---|---|---|---| | gate: fps / 1% low | 40.1 / 28.6 | 47.0 / 32.6 | +17% / +14% | | gate: median / p99 ms | 24.85 / 31.64 | 21.07 / 27.62 | -3.78 / -4.02 ms | | laps: fps / 1% low | 34.0 / 19.4 | 36.7 / 18.0 | +8% / **-7%** | | laps: median / p99 ms | 28.57 / 45.21 | 26.43 / 43.22 | -2.14 / -1.99 ms | | laps turning the camera: fps / 1% low | 38.9 / 19.6 | 40.6 / 21.6 | +4% / +10% | | laps turning the camera: median / p99 ms | 24.49 / 44.25 | 23.79 / 41.07 | -0.70 / -3.18 ms | | fountain: fps / 1% low | 38.7 / 24.3 | 40.6 / 26.1 | +5% / +7% | | fountain: median / p99 ms | 25.45 / 36.48 | 24.28 / 34.72 | -1.17 / -1.76 ms | | fountain turning the camera: fps / 1% low | 36.6 / 24.8 | 37.9 / 25.6 | +4% / +3% | | fountain turning the camera: median / p99 ms | 26.94 / 38.46 | 26.03 / 36.38 | -0.91 / -2.08 ms | | replay submit a frame (gate, laps, fountain) | 15.52, 17.55, 14.03 ms | 11.84, 13.52, 11.03 ms | -3 to -4 ms | | GPU time a frame (gate, laps, fountain) | 13.30, 14.05, 11.85 ms | 11.60, 13.38, 11.45 ms | about -0.4 to -1.7 ms | The two runs of a side agree within about 1 fps in every part. Auto is ahead in every part's fps, median and p99; the one number behind is the laps' 1% low (Off 18.5 and 20.2, Auto 17.1 and 18.8). A sampled pair (the same routine with `HOS_PROFILE=5` and `HOS_SAMPLE_ALL`, one run a side, read with `scripts/crit.py`; its fps is lowered by the sampler and not used above): with Off the Presentation thread runs the replay (26.6% of a core); with Auto it is 1.0%, and the render thread (36.4%) and the recorder thread (30.0%) take it. No thread is saturated, the busy cores average 3.1 (Off) and 3.6 (Auto) of 12, the six BaseProcExecutor workers run 26 to 28% (Off) and 28 to 30% (Auto) each, and sead::MainThread is blocked in about 85% of instants on both sides: the extra threads do not look short of cores here, and moving stays bound by the game's own job chain, as in #389. A status line of each side, in the laps part: ``` Threaded rendering Off (off1, laps) [hos Presentation Thread] vk: a frame's replay time (ms): submit 17.41, present 0.13, draw 10.40, descriptors 3.00, texture lookups 0.33, uploads 0.00, pipelines 0.40, programs 1.34, commands 4.83, dispatch 0.87, memory sync 0.59, queue submit 1.82, slot wait 0.12 [hos Presentation Thread] vk: 6480 presents, 34.6 fps; a frame: 2814 draws (0 skipped), 130 dispatches, 185 passes, 170 barriers, 6 submits, 0.1 uploads (0.0 MB), 82 ub updates (57 overlays), GPU-bound wait 0.1 ms (recording slots only); 32481 pipelines (1971 ms), 0 programs (10 failed), 2545 textures (4457 MB) [hos Presentation Thread] vk: GPU time 13.9 ms a frame (the longest submission 5.3 ms); 10.2 textures made a frame Threaded rendering Auto (auto2, laps) [hos host] vk: a frame's replay time (ms): submit 13.08, present 0.10, draw 7.30, descriptors 2.73, texture lookups 0.19, uploads 0.00, pipelines 0.39, programs 1.31, commands 2.27, dispatch 0.65, memory sync 0.60, queue submit 1.53, slot wait 0.09 [hos host] vk: 7440 presents, 37.8 fps; a frame: 2770 draws (0 skipped), 128 dispatches, 178 passes, 165 barriers, 6 submits, 0.1 uploads (0.0 MB), 82 ub updates (57 overlays), GPU-bound wait 0.1 ms (recording slots only); 32481 pipelines (1994 ms), 0 programs (10 failed), 2477 textures (4235 MB) [hos host] vk: GPU time 13.3 ms a frame (the longest submission 4.7 ms); 6.3 textures made a frame ``` ### Flags and settings None. ## Testing **Tested:** the files' format check (`tests/test_tested_configurations.py`) and the whole game-free suite on Linux (Fedora 45), on main aa95d35f and on this PR; the 12 failures are the same on both. The runs themselves were made in the game on this PC (Ryzen 5 5600X, RX 9070 XT, RADV 26.2.7), as described under What changed; no flash, missing object or device loss was seen in the Auto runs. **Not tested:** the website's catalogue built from these files (it reads `docs/tested/` directly; not built here); Hyrule Field's culling tables, which #588 names as still open with it on, were not part of these runs. **Must be tested:** None ## Risks **What could break:** nothing the game, the builds or the checks run; at most the website's catalogue, if a file read badly there. **Turning it off:** revert the commit (it only adds files under `docs/tested/`). **Compatibility:** Nothing changes. ## Issues See #588 See #597 ## Checklist ### Everyone - [x] One topic. - [x] The title is a Conventional Commit (`type(scope): description`) of the status line's type. - [x] Why gives the reason plainly and links the issues that fit (the tracker searched). - [x] Measurements has a verdict, or one line saying why there is nothing to measure. - [x] Testing names what was tested, what wasn't, and what must still be tested, where and how. - [x] Rebased on current `main`. - [x] `python -I -B tests/run_all.py` passes (any failure that also fails on `main` is named). - [x] No game files, dumps, build output or generated files. - [x] `third_party/` untouched (a new folder with a `PROVENANCE.md` instead). - [x] The license is OK: GPL-3.0-or-later, nothing incompatible and nothing decompiled. ### When it applies - [x] AI assistance recorded with `Assisted-by:` / `Co-Authored-By:` trailers. - [x] Numbers from the same PC, scene and settings, at least 2 interleaved runs each, the median reported. - [x] A file in `docs/tested/` for each new measured run (format in `docs/tested-configurations.md`). - [x] Docs updated. 🤖 Generated with [Claude Code](https://claude.com/claude-code) https://claude.ai/code/session_015WSf61FhmEj27PMf2u9LFq
docs(tested): Threaded rendering (#588) in the Market on a 6-core Linux desktop, interleaved Off and Auto
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91a34ff516
Four measured runs of main 6c9edffe on a Ryzen 5 5600X (12 logical processors, Auto's cutoff) and an
RX 9070 XT on Fedora 45: five 60 s parts each (gate, laps, laps turning the camera, fountain, fountain
turning the camera), Link steered by position through the control bridge, interleaved Off, Auto, Auto, Off.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015WSf61FhmEj27PMf2u9LFq
GrimVisage changed title from WIP: docs(tested): Threaded rendering (#588) in the Market on a 6-core Linux desktop, interleaved Off and Auto to docs(tested): Threaded rendering (#588) in the Market on a 6-core Linux desktop, interleaved Off and Auto 2026-11-15 04:41:11 +00:00
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Linked #597 (the Market's frame times by day as child Link), which these runs measure.

Linked #597 (the Market's frame times by day as child Link), which these runs measure.
Merge branch 'main' into docs/tested-market-threaded-588
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Rebased onto main 9e6f231d: no change to the files. The commit's AI trailers now sit in their own block (with Assisted-by:), as CONTRIBUTING asks. The game-free suite gives the same result as main (503 passed, 12 failed, the same 12, 78 skipped); the description's numbers moved to the new base.

Rebased onto main 9e6f231d: no change to the files. The commit's AI trailers now sit in their own block (with Assisted-by:), as CONTRIBUTING asks. The game-free suite gives the same result as main (503 passed, 12 failed, the same 12, 78 skipped); the description's numbers moved to the new base.
GrimVisage force-pushed docs/tested-market-threaded-588 from ab7bfb0640
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Rebased again, onto main aa95d35f, replacing the forge's merge of main into the branch (it brought only #742); the previous comment's commit 9f425699 never reached the forge. No change to the files; the same 12 failures on main and on this PR.

Rebased again, onto main aa95d35f, replacing the forge's merge of main into the branch (it brought only #742); the previous comment's commit 9f425699 never reached the forge. No change to the files; the same 12 failures on main and on this PR.
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