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BT411/game
Joe DiPrimaandClaude Opus 5 1bcee1f9eb #96: the effective-rate theory is corroborated -- upgrade the calibration provenance T3 -> T2
Frame-rate testimony from the morning follow-up, now on record beside the bytes:
  * Oracle, asked if the pod frame rate was rock solid: "I think I could do as
    well with a flipbook"; heavy fights "would turn to a slide show".
  * Lynx (original era): "RP had a target frame rate of 30FPS.  It wasn't hard
    coded or locked.  BT never had a locked frame rate in 1st release
    testing... coming from 3.0, where 20FPS was a miracle."
  * The engine pacer's own design agrees: fixed budget + background fill + NO
    overrun catch-up (APPMGR.cpp, T0) = "target 28 but allowed to slip", with
    the 18.2065 BIOS fallback anticipating degraded timing.

Also settles epilectrik's open confirmation ("frame rate is advancing at least
some of the subsystems -- i have to fully confirm that"): ALL of them --
UpdateManager::Execute runs every interesting master every frame,
Entity::PerformAndWatch runs every executable subsystem per entity tick, no
throttle at any layer.  The crisp rule: CADENCE is frame-linked for
everything; only terms missing a dt multiply are rate-SENSITIVE.

Corollary worth keeping: a choking 486 generated LESS heat/s exactly during
the biggest fights -- the slideshow was mercy.  Veteran memory of seek-4
endurance encodes the LOADED rate, which is why bracketing by their consensus
is the correct instrument rather than a concession.

Follow-up filed in the KB: sweep the reconstruction for OTHER dt-less per-tick
accumulators (known: particle trail density, rendering.md; the 15-sample
heatFilter window is rate-dependent smoothing, benign).  Each found one should
normalize against the same 28-nominal/bracketed-effective pair.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:20:52 -05:00
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