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…49f75dc and the last main before NotRexed#2602 The tested configurations had no RTX 40/50 Windows run of Kokiri Forest, and none comparing main against the builds before NotRexed#2125/NotRexed#2419 and NotRexed#2602 on one PC. This adds seven rows from one RTX 5090 + i7-13700K, all built from source with the Hookshot Builder's toolchain: - main 4678050 at 2048x1152, at 5120x2160, and with DLSS + DLSS Frame Generation 2x capped at 165, standing at the village autosave, each with the frame's critical path from HOS_CHAIN (the Presentation thread's replay is ~12 of 15.9 ms); - main 9776c36 against 55b976c (before NotRexed#2602), 49f75dc (before NotRexed#2125/NotRexed#2419) and v2.1.0, alternated in rounds. Readback waits per frame are per game frame in play. Runs, logs and summaries stay on the tester's PC. Tests: docs only; no check reads this file. Nothing on screen. See NotRexed#2602 Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
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The tested configurations had no RTX 40/50 Windows run of Kokiri Forest, and no single-PC comparison of main against the builds before #2125/#2419 and #2602. This adds seven rows from an RTX 5090 + i7-13700K.
What changed: seven rows at the top of
docs/tested-configurations.md:46780503, standing at the Kokiri village autosave: 2048x1152 uncapped 65.7 ± 1.7 fps (GPU 7.1 ms, no GPU-bound wait), 5120x2160 57.2 ± 0.4, and DLSS + DLSS Frame Generation 2x capped at 165: game 61.9 / shown 123.9. Each row includes the critical path fromHOS_CHAIN+scripts/chain.py: of 15.9 ms a frame, the Presentation thread's inline replay is ~12.0 and sead::MainThread ~2.8.9776c36d61.9 fps against55b976c0(the last main before perf(vk): a readback waits for the part that writes its range back, and no game thread waits behind a present for nothing #2602) 47.6,49f75dc8(before fix(vk): with per-queue fences, a CPU read-back waits for the GPU work that writes it again #2125/fix(vk): a fence wait covers every part of a split submission, not only the first #2419) 61.9 and v2.1.0 61.2, alternated in rounds, with readback waits per game frame (2.4-2.9 / 8.2-9.4 / 0.1 / 0.1 ms).All builds were made from source with the Hookshot Builder's toolchain and v2.1.0's profile and hot list. The same autosave was loaded by a scripted input, a warm-up run came first, and frames were measured 40-70 s after the first present (
HOS_PRESENT_TRACE). The earlier summary on #2602 is #2602 (comment). A moving-route measurement (running and panning through Kokiri) follows as a second commit.Tests: docs only; no check reads this file. Nothing on screen.
See #2602