Vulkan capture: preserve the game's sync mode, drop the capture throttle
The capture must never change vsync, and must not frame-limit itself. - Removed the ~150 Hz capture throttle from VkCapture. It was wrong: vsync already paces capture (a 144 Hz FIFO game presents 144x/s, so we mirror 144x/s). The only limiter left is ring backpressure (skip a frame if the reaper is behind), which is correctness, not a cap, and never touches the game's present thread or sync mode. - The layer/hook already pass VkSwapchainCreateInfoKHR straight through, so the present mode (= the sync mode) is untouched. Added a presentMode log to prove it. Measured on Sphere Spectacle (direct launch, layer attached): presentMode=2 (FIFO), steady 144.0 fps, and with the throttle gone the mirror now tracks it at 144/s (was capped ~130). The earlier 400-600 fps reading was a direct-launch artifact -- a non-foreground windowed FIFO app isn't throttled by DWM -- not the layer, and not the case through Steam (144). vk_validate now states the mirror follows the present rate (no throttle) and still asserts a present-rate floor. Full suite 21/21. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -8,17 +8,6 @@
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namespace coop::hook
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{
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namespace
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{
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double now_ms()
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{
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LARGE_INTEGER f, c;
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QueryPerformanceFrequency(&f);
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QueryPerformanceCounter(&c);
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return 1000.0 * static_cast<double>(c.QuadPart) / static_cast<double>(f.QuadPart);
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}
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} // namespace
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VkCapture::~VkCapture()
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{
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shutdown();
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@@ -340,11 +329,10 @@ bool VkCapture::present(VkImage image, VkFormat fmt, std::uint32_t w, std::uint3
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{
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return false;
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}
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const double t = now_ms();
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if (t - m_last_submit_ms < kMinCaptureIntervalMs)
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{
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return false; // throttle: mirror at ~150 Hz, not the game's (possibly 400+) present rate
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}
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// No time-based throttle here: capture follows the game's present rate, which vsync paces (if the
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// game vsyncs at 144 Hz it presents 144x/s, so we capture 144x/s). The only limiter is ring
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// backpressure below -- if the reaper can't keep up we skip a frame rather than block the game --
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// which is correctness, not a frame cap (it never stalls the present thread or touches sync mode).
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// Pick a slot whose previous capture the reaper has finished. None free -> the reaper is behind,
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// so skip this frame (the game keeps its rate; the mirror just drops a frame).
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int idx = -1;
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@@ -408,7 +396,6 @@ bool VkCapture::present(VkImage image, VkFormat fmt, std::uint32_t w, std::uint3
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{
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return false;
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}
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m_last_submit_ms = t;
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s.w = w;
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s.h = h;
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s.fmt = fmt;
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@@ -146,11 +146,6 @@ private:
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VkCommandPool m_pool = VK_NULL_HANDLE;
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Slot m_slots[kSlots];
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int m_next = 0;
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// Cap capture to ~150 Hz: a guest stream is at most the host's refresh (usually 60, at most 144),
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// so mirroring every present of an uncapped 400+ FPS game is pure wasted reaper CPU. Throttling
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// here -- not on the game -- keeps the mirror smooth while freeing the cores the game wants.
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static constexpr double kMinCaptureIntervalMs = 1000.0 / 150.0;
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double m_last_submit_ms = 0.0;
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// --- D3D11 shared texture (reaper thread only) ---
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ID3D11Device* m_d3d = nullptr;
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