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2 changes: 1 addition & 1 deletion dm/games/0400486024DEC000/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@ From an empty save: at about 45 s `A` (title), `A` (New Game), then the movie. F
- [A NaN colour under a zero blend weight](../../../docs/reference/shaders.md#a-nan-colour-under-a-zero-blend-weight): resolved, white clouds over the ground mist between Kokiri Forest and Hyrule Field and over the ferns at the camera in Kokiri Forest ([issue #1839](https://github.com/seedds/nxnative/issues/1839)). The mist shader `5ad65c0eefd09c7f` writes NaN at alpha 0 where its layer has density 0; NVIDIA's blender, with the option NVN's driver sets, adds nothing there, Apple's stored the NaN.
- [The 60 Hz link at 40 fps in fullscreen on a ProMotion screen](../../../docs/reference/frame-rate.md#the-60-hz-link-at-40-fps-in-fullscreen-on-a-promotion-screen): 40 fps in fullscreen on an M5 Pro MacBook Pro with the GPU at 10 ms of the 16.7, every present one 120 Hz refresh late and every other display-link tick skipped; the screen's fixed 60 Hz mode held 60.0 fps there and fullscreen now switches to it, with the 120 Hz link (59 fps) for screens with no such mode.
- [The shader package and the shader map come from different splits](../../../docs/reference/packing.md#the-shader-package-and-the-shader-map-come-from-different-splits): resolved, a black screen with sound in a build through NX2Apple ([issue #1841](https://github.com/seedds/nxnative/issues/1841)); the present pass was translated from a terrain shader's record. Records now carry their keys, and the shader build finds them by key.
- [Native mesh pipelines compiled at their first draw](../../../docs/reference/shaders.md#native-mesh-pipelines-compiled-at-their-first-draw): resolved. The foliage, shadows and enemies drawn with task and mesh shaders stalled at their first draw on a cold Metal cache (59.5 s of builds at the Kokiri Forest entry on an M5 Max, one frame of 42.9 s), as nothing recorded or kept their pipelines; `pso_manifest.tsv` now carries 164 `M` rows (Kokiri Forest, Hyrule Field, Castle Town, Hyrule Castle, and 41 from later play, Death Mountain Trail among it), and with the prepare step they are built before the first frame. Pipelines outside the list still stall once, then go into `pso_user.tsv`. With the first 123 alone, a cold first start (empty Metal cache and pipeline archive, M4 Pro) on a Death Mountain Trail save built 9 and 10 at their first draw in two runs, 2.7 and 4.2 s, frames of 1,775 and 1,657 ms; with all 164, none, worst frame 25.6 and 18.5 ms, the prepare step 29.6 and 29.3 s → 32.1 and 31.0 s.
- [Native mesh pipelines compiled at their first draw](../../../docs/reference/shaders.md#native-mesh-pipelines-compiled-at-their-first-draw): resolved. The foliage, shadows and enemies drawn with task and mesh shaders stalled at their first draw on a cold Metal cache (59.5 s of builds at the Kokiri Forest entry on an M5 Max, one frame of 42.9 s), as nothing recorded or kept their pipelines; `pso_manifest.tsv` now carries 179 `M` rows (Kokiri Forest, Hyrule Field, Castle Town, Hyrule Castle, 41 from later play, Death Mountain Trail among it, and 15 from a MacBook M1's first hours of a new game, not measured), and with the prepare step they are built before the first frame. Pipelines outside the list still stall once, then go into `pso_user.tsv`. With the first 123 alone, a cold first start (empty Metal cache and pipeline archive, M4 Pro) on a Death Mountain Trail save built 9 and 10 at their first draw in two runs, 2.7 and 4.2 s, frames of 1,775 and 1,657 ms; with all 164, none, worst frame 25.6 and 18.5 ms, the prepare step 29.6 and 29.3 s → 32.1 and 31.0 s.
- [Early fragment tests from the control section](../../../docs/reference/shaders.md#early-fragment-tests-from-the-control-section): 746 of its 22,352 pixel shaders set the NVN2 flag (control +0x5b), none of them writes depth; before, no NVN2 shader got the attribute.
- [Archive searches repeated while the build table is full](../../../docs/reference/frame-rate.md#archive-searches-repeated-while-the-build-table-is-full): the castle town market at about 12 fps while the GPU had time to spare.
- [Pulling stand-ins made for predicted keys that are never drawn](../../../docs/reference/frame-rate.md#pulling-stand-ins-made-for-predicted-keys-that-are-never-drawn): resolved, frames of 50–170 ms on entering the castle town in every run, with one new pipeline or none.
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