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[vr-perf] now has the game thread's own CPU time per frame (CLOCK_THREAD_CPUTIME_ID), the time in xrWaitFrame and in acquiring the swapchain image (with its wait), and the eye size, so the split between work and waiting is there (lessons 39, 50, 62). The load key loads a save instead of starting a map, exit_seconds leaves after that many seconds of rendering. perf_run.sh does one run and adds the Adreno's time at each frequency over it.