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Release the GameMode request when the daemon narrows the CPU mask; the pin concentrates Roblox's worker pool and is re-applied every few seconds, so ending the request is the only thing that lifts it. `gamemode: on` keeps it. Emit texture uploads on worker threads instead of serially inside vkQueueSubmit, in two passes so mip 0 lands before the levels scaled from it. Decode ETC2 through a persistent pool and lower the parallel floor to one 128x128 image, so small batches stop running single-threaded. Document all three in docs/PERFORMANCE.md.