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Super Mario Odyssey: a prewarm seed list from a playthrough of the whole game, so a first start prepares its pipelines before the first frame instead of building them at their first draw pso_manifest.tsv was header-only. The list is one player's pso_user.tsv, recorded on an M1 Pro MacBook Pro on 1.4.1 with no lists present, over the whole game: 26,678 rows (17,825 shaders, 8,818 render and 35 compute pipelines), every shader key in shader_map.tsv. Two rows were left out: a geometry shader's kernel and reader (_bg1, _bgv), which the prewarm counts as not in the shader map. The next start on that Mac prepared it in 71.8 s of background time with its own archive present. A first start on a cold cache, and on an iPhone, has not been timed with it. Checked: test_docs, test_game_profile, test_pso_offline. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Super Mario Odyssey ships with an empty
pso_manifest.tsv, so a new player's first start builds every pipeline at its first draw. This adds the list my Mac recorded over a playthrough of the whole game.How it was recorded
pso_user.tsv, asdocs/development.mdasks.main, some with my controller branches on top. Those branches change no shader or pipeline code.The list
shader_map.tsv.653761faae9ece8c_bg1,_bgv), which the prewarm counts as "not in the shader map".Measured, and not
prewarm done: shaders 17825 / render pipelines 8817 … background time 71757.3 ms, with that device's own pipeline archive present.Size compared with other lists
Checked:
test_docs,test_game_profileandtest_pso_offlinepass.🤖 Generated with Claude Code