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docs(perf): describe the main-thread pump rest modes and GameMode's governor permission
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@@ -42,6 +42,21 @@ GitHub are taken from the matching section here.
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`docs/PERFORMANCE.md`.
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- With `show_place_name: false`, Discord no longer shows the experience
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thumbnail or its name on hover.
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- The host main thread no longer spins on the engine's message pump, which
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cost about half a core and 146,000 empty calls a second. It now rests 100 µs
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between polls: sleeping when the governor is `performance`, parking the
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core with TPAUSE on CPUs that have it, spinning otherwise. With GameMode
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setting the governor, process CPU in a 60k-part place fell from 216% to
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107% at the same 120 fps. `MOCKTAIL_ENGINE_PUMP_REST` forces a mode; see
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`docs/PERFORMANCE.md`.
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- ETC2 uploads with a `bufferRowLength` or `bufferImageHeight` larger than
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the image read the padded rows as packed data and decoded garbage.
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- ETC2 resampling created and joined worker threads on every batch. It now
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runs on the persistent decode pool.
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- A failed trace write left the profile writer thread waking every 250 ms
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for the rest of the session. It now exits.
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- The `--profile` trace gains a `pump` slice for the engine's main-thread
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step.
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## [0.2.0] - 2026-09-16
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@@ -48,6 +48,7 @@ Each slice is named after the call it times, on the thread that made it.
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| `pipeline` | `vkCreateGraphicsPipelines`, `vkCreateComputePipelines` | `count`, `cache` (1 when a pipeline cache was passed), `result` |
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| `pipeline` | `vkCreateShaderModule` | `bytes`, `result` |
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| `pipeline` | `vkCreatePipelineCache` | `initial_bytes`, `result` |
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| `pump` | `nativeCallMessagesFromMainThread`: the engine's main-thread step, on the host main thread. Only calls of 20 µs or more are recorded; the empty polls between them are not. | |
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The `frame interval (ms)` counter is the time between successive adapter
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presents. `vkQueuePresentKHR` time minus `host present` time is the adapter's
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+45
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@@ -38,7 +38,19 @@ park_cores=no
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GameMode reads `$XDG_CONFIG_HOME`, `/usr/share/gamemode` and `/etc`, in that
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order. It does not read anything under Nightcap's own config directory, so this
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file has to live in one of those three places.
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file has to live in one of those three places. The daemon reads it when it
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starts, so restart it after editing: `systemctl --user restart gamemoded`.
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The governor switch runs through polkit. Debian and Ubuntu only allow it for
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members of the `gamemode` group; without that, the daemon's journal shows
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`cpugovctl set performance: Not authorized` and the governor stays put while
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the session is otherwise active. Add yourself and log in again:
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```bash
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sudo usermod -aG gamemode "$USER"
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```
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Fedora and Arch allow any logged-in local user.
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Setting `performance.gamemode: on` accepts the pinning instead: `on` is an
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explicit request for GameMode, and Nightcap keeps the session whatever it does
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@@ -50,6 +62,32 @@ To see which CPUs the process may use:
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taskset -pc $(pgrep -x mocktail)
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```
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## The main-thread pump
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Roblox posts its per-frame main-thread step at a time of its own choosing,
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and nothing signals the host when it does. The host main thread therefore
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polls `nativeCallMessagesFromMainThread`, and a post that waits more than a
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fraction of a millisecond costs a whole frame. Between polls the thread rests
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for 100 µs, and how it rests decides the CPU clock:
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| Mode | When | What it costs |
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| --- | --- | --- |
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| `sleep` | The governor is `performance`, which GameMode sets | The thread idles at about 3% of a core. The governor holds the clock. |
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| `tpause` | Otherwise, on a CPU with WAITPKG (Intel 12th gen and newer) | The core stays awake in a light C0 state. Frame rate holds; the OS books the time as busy, so the thread shows around 70% of a core, at lower power than a spin. |
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| `spin` | Otherwise | The core stays awake at full power. |
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Under a power-saving governor the CPU clocks a bursty core down unless some
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core stays awake, and Roblox's render thread then runs slower and drops
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frames. That is why `sleep` is not the default there. Startup prints the
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chosen mode:
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```
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[main] engine pump rest: tpause (MOCKTAIL_ENGINE_PUMP_REST=sleep|tpause|spin)
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```
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`MOCKTAIL_ENGINE_PUMP_REST` forces a mode. `sleep` without the governor's help
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runs cooler for a few frames per second less; measure before keeping it.
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## Small texture upscaling
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`MOCKTAIL_SMALL_TEXTURE_UPSCALE` (default `4`) redraws ETC2 textures of 64px or
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@@ -98,10 +136,12 @@ ps -L -o psr=,pcpu=,comm= -p $(pgrep -x mocktail) # which core each thread is
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nvidia-smi --query-gpu=utilization.gpu,temperature.gpu,power.draw --format=csv
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```
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A thread pinned near 100% while the frame rate is steady is a busy-wait. Load
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spread across many `RBX Worker` threads is the game's own scheduler, and its
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cost tracks the place you are in — part count, moving parts and joints all show
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in the Shift+F4 World section.
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A thread pinned near 100% while the frame rate is steady is a busy-wait. The
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one exception is the host main thread in `tpause` mode, which the OS reports
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as busy while the core is parked (see above). Load spread across many
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`RBX Worker` threads is the game's own scheduler, and its cost tracks the
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place you are in — part count, moving parts and joints all show in the
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Shift+F4 World section.
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`--profile <file>` writes a Chrome trace of the Vulkan adapter's work for
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ui.perfetto.dev. See [BENCHMARKING.md](BENCHMARKING.md).
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