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A hitch on the render side never showed in a report: the client report lists slow client frames only, and a present sample had no frames at all. While a present sample runs, the present hook notes when each frame is presented; the report then lists the longest gaps between presents, each with what the present thread's samples in it spent their time in and how many were waiting. This is what found a 170 ms stall every 5 s: the game's batched GPU uploads blocking in the driver.