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- Every frame error, including the swapchain-image and copy-fence timeouts, now tears the session down recoverably instead of ending XR output for the rest of the run. - Session recovery backs off (1, 2, 4, 8 s) and recreates the XrInstance after an instance-loss event, an instance/runtime failure, or three failed attempts, so VR returns after SteamVR or WiVRn restarts instead of retrying forever. - While no XR session runs (headset idle, session not READY, recovering) presents are paced at 60 Hz outside the backend lock instead of running unthrottled. - A PrepareHostPresent failure that consumed nothing (copy resources unavailable, failed fence reset or submit) presents normally instead of failing the guest's vkQueuePresentKHR; only device loss is propagated. - A runtime/guest GPU mismatch falls back to the plain host device and keeps the game running without headset output, naming both GPUs. - A failed EGL attach on the GLES path no longer makes window init fail; the game runs without headset output and the bind is not retried.