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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-27 22:28:10 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-27 22:28:10 -0400
commit81eaf7ccbf07bfc73553d8e752a256aa3719bcb9 (patch)
treef29f826c747c092d29b33d25cfe26e0b1d576929 /NX2_NOTES.md
parent51207c73c889dbdc4a586a5da23314f6d33e4eb9 (diff)
Switch 2: back GPU-only regions, pace presents, interleaved split methods
- gpu 214 creates GPU-only memory the graphics server backs itself (title 4 renders everything into six 300 MB regions at 0x81_0000_0000). Back each with application-pool pages mapped into the alias code region and map that for the GPU. This is what made title 4's frames appear. - vi2 229 waits (bounded) for the presented frame's GPU fence: the reply reports every buffer free, so without this the game laps Eden's GPU thread and rewrites command memory it has not read yet. - Split methods: keep several parked methods keyed by resume address (NVN interleaves command buffers) and drop them when the submission ends. - hid 214 (per-frame vibration send) answered quietly. - Debug aids: EDEN_NX2_WINDOW_TRACE / EDEN_NX2_RT_TRACE (render targets, clears, textures), EDEN_NX2_AUDIO_LEVEL (output peak), EDEN_NX2_PB_DUMP (command list for offline replay), parsed-entry change check.
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