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.
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Performance and CPU load
What Nightcap does to your CPU and GPU, which knobs change it, and how to measure rather than guess.
GameMode core pinning
Nightcap asks Feral GameMode for a performance session at startup
(performance.gamemode, default auto). GameMode raises the CPU governor and
the process priority, which helps.
On a CPU with a wide spread of per-core maximum frequencies — Intel P-core and E-core parts, AMD parts with preferred cores — GameMode also pins the process to the fastest cores. On a 32-thread host that can mean 4 usable threads out of 32. Roblox spreads its work across a worker pool, so the pin concentrates that pool onto a couple of physical cores instead of spreading it. Those cores sit near their boost ceiling and run hot while the rest of the chip idles.
GameMode re-applies the pin roughly every 5 seconds, so widening the mask from inside the process does not hold. Releasing the request does release the pin.
Under auto, Nightcap therefore checks its CPU affinity immediately after the
request. If GameMode narrowed it, Nightcap ends the request and prints:
[gamemode] released: it pinned this process to a subset of the CPUs, ...
The trade is that GameMode's governor and priority boost go with it. To keep those and lose only the pinning, turn pinning off for every game on the host:
# ~/.config/gamemode.ini
[cpu]
pin_cores=no
park_cores=no
GameMode reads $XDG_CONFIG_HOME, /usr/share/gamemode and /etc, in that
order. It does not read anything under Nightcap's own config directory, so this
file has to live in one of those three places.
Setting performance.gamemode: on accepts the pinning instead: on is an
explicit request for GameMode, and Nightcap keeps the session whatever it does
to the affinity. off never contacts the daemon.
To see which CPUs the process may use:
taskset -pc $(pgrep -x mocktail)
Small texture upscaling
MOCKTAIL_SMALL_TEXTURE_UPSCALE (default 4) redraws ETC2 textures of 64px or
smaller at N times their width and height. At the default that is 16 times the
pixels per affected texture.
The cost lands in two places. Decoding and resampling is CPU work on up to 8 threads while textures load, which shows up as a burst rather than a steady load. The enlarged textures then stay in GPU memory for the session and cost extra sampling bandwidth on every frame that uses them.
Set it to 1 to turn upscaling off:
MOCKTAIL_SMALL_TEXTURE_UPSCALE=1 mocktail
Frame rate and present mode
graphics.frame_rate_limit (default -1) leaves Roblox's own in-game
framerate cap in charge; Nightcap sets no DFIntTaskSchedulerTargetFps
override. A fixed value forwards that number to the scheduler.
graphics.vsync (default auto) selects the presentation mode. auto and
on both pick the lowest-latency synchronized mode the driver offers, in
order: FIFO_LATEST_READY, MAILBOX, FIFO_RELAXED, FIFO. The first two do
not block the render thread on the display refresh, so the frame rate is
governed by the in-game cap rather than by presentation. off selects
IMMEDIATE and does not synchronize at all.
If the frame rate is higher than your refresh rate, the extra frames are work you cannot see. Lower the in-game cap to your refresh rate first.
Measuring
Shift+F4 in game shows Roblox's own scheduler jobs, with a millisecond cost and a percentage for each. It does not show Nightcap's threads — the Vulkan adapter, the ETC2 decode workers, the libc shim — so it is a reading on the game, not on the process.
For the whole process:
top -H -p $(pgrep -x mocktail) # per-thread CPU, sorted
ps -L -o psr=,pcpu=,comm= -p $(pgrep -x mocktail) # which core each thread is on
nvidia-smi --query-gpu=utilization.gpu,temperature.gpu,power.draw --format=csv
A thread pinned near 100% while the frame rate is steady is a busy-wait. Load
spread across many RBX Worker threads is the game's own scheduler, and its
cost tracks the place you are in — part count, moving parts and joints all show
in the Shift+F4 World section.
--profile <file> writes a Chrome trace of the Vulkan adapter's work for
ui.perfetto.dev. See BENCHMARKING.md.