Smooth motion lost most of its generated frames with bloom on (R4 race,
120 Hz: ~30% of bloom-off). Measured and fixed in order of cost:
- Depth-stencil blits (CPU milliseconds each on macOS) are gone:
generation surfaces no longer copy the marks and are not marked while
drawn (generated frames reuse the newer real frame's mask); the
native-wide centre copy is colour only again and the mask takes the
centre's marks from the hr surface; the mask itself is resolved in the
presented surface's own pixels through an R8 target that shares the
surface's depth-stencil renderbuffer, then mapped to the window.
- Marking needs one pass per batch, not two: 3D batches only set, 2D
opaque ones only clear, semi-transparent ones only set; only batches of
unknown make (queued replays, lines) still do both.
- No full-size copy of the image: `source_down` (a blit straight to the
pass's size) feeds the bright pass, and the composite screen-blends onto
the window (`blend screen`; unlit pixels are discarded, so they keep their
exact value). The debug split/bloom-only views go with the copy.
M4, R4 race, render thread + reprojection, PSX_FRAME_GEN_FORCE, a host
loaded by other work (absolute rates low): bloom pass on real / generated
frames 1.2 / 0.7 ms at 1080p, 1.3 / 0.9 ms at 1440p, 2.6 / 1.6 ms at 4K
(glFinish-bracketed); generated frames with bloom 79-80% of bloom-off at
all three (was ~30%). A 1/8-resolution blur chain was tried and kept no
more frames, so the 1/4 chain (the look) stays.
Tests: parser (blend, source_down, bloom preset reads no full copy), GL
fixture (source_down + blend screen chain exact; HUD and mask checks
unchanged), FXAA unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review of #584: the default must not make guest-visible VRAM depend on the
internal scale. Mode 1 ("on", default; "scaled" kept as an alias) now
puts the PS1 pattern on the native VRAM grid; mode 2 ("fine") is the
elective per-internal-pixel pattern. gl_dithering_test checks the default
mode's native VRAM is identical at 4x and 1x (equal-colour Gouraud now
averages 15.50 in the default at every scale). Docs keep the
semi-transparent approximation explicit. OpenBIOS stamp regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The OpenGL renderer has always drawn shaded and texture-modulated pixels
at 8 bits per channel with no dither pattern (true colour). That stays the
default. 'on' applies the PS1 4x4 offset matrix and 5-bit truncation per
internal-resolution pixel; 'scaled' puts the pattern on the native grid,
so it reads like the console at any scale and the native VRAM is the same
at every internal resolution.
GP0(E1h) bit 9 reaches the backend through a new optional facade hook
(gr_set_dither) recorded for the render thread and Smooth motion redraws.
With the mode off nothing flushes and no uniform changes. Flat, raw and
other 5-bit-exact pixels are never touched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- config: [video] post_shader is a std::filesystem::path (like memcard_dir);
the frontend turns it into UTF-8 bytes for the GL API. Assigning the path
to a std::string did not compile on MinGW.
- .pfx `generated reuse`: a Smooth motion generated frame keeps that pass's
target from the last real frame. The bloom preset marks its bright and
blur passes so; generated frames run only the masked composite (over their
own picture and mask). bloom debug reports real/generated pass times and
reused passes.
- Mask marking no longer queries GL state per batch: each call site puts
back the blend and mask-bit stencil it set (no driver round trips on the
render thread).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Post effects now run as chains of full-screen fragment passes on one
executor (gl_postfx.inc), as asked in review. A chain is a small .pfx preset
(postfx_chain.c, GL-free): passes with a shader (a file next to the preset or
builtin:<name>), inputs (source, the optional primitive-derived mask,
previous or a named earlier pass), a scale, format, filter and uniforms.
The executor owns target allocation and lifetime, program build/cache,
uniform binding (u_rcp, u_size, u_org) and GL state save/restore.
Stages, in order, each from a fresh copy of the image: the built-in "bloom"
chain ([video] bloom), a user chain ([video] post_shader / PSX_POST_SHADER,
elective, off by default), and the built-in "fxaa"/"fxaa_hq" chain
([video] antialiasing_mode). FXAA folds in as a one-pass chain and its
output is byte-identical to the former fixed pass; it still runs on real
frames only. Generated (Smooth motion) frames run bloom and the user chain.
The "may glow" mask is an optional pipeline input: draws keep stencil bit 1
only while an active chain reads `mask`, and the window-sized mask texture is
built once per present for the chains that use it.
Tests: postfx_chain_test (format, built-ins, errors, file import, no GL);
gl_bloom_test gains an imported two-pass chain (byte-exact invert), the mask
input (HUD unlit, 3D lit), a bad preset, a pass that does not compile, and GL
state restored with bloom + a mask chain + FXAA on, all on the caller thread
and the render thread. docs/POST_EFFECTS.md documents the format.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] bloom = 0.0 (off, default) .. 2.0 adds a glow around lights on the
OpenGL backend. PSX_BLOOM overrides it for one run; {"cmd":"bloom"} reads or
changes strength, threshold and a debug view live. It is a plain [video] key,
so [quality.*] presets can switch it off on low-end machines.
The HUD never glows: with bloom on every textured and untextured draw is
followed by two stencil-only passes of the same vertices that keep a
"may glow" mark in stencil bit 1 (bit 0 stays the mask-bit mirror). Opaque
primitives clear it under their coverage, then PGXP-proven 3D primitives and
additive semi-transparent texels/primitives (modes 1 and 3) set it, painter
ordered like the colour; 3D and non-3D primitives never share a batch while
bloom is on. Semi-transparent primitives leave the mark alone and the PGXP
depth-clear pass (colour writes off) marks nothing. Without PGXP geometry only
additive primitives glow.
The pass runs on the composed game image before AA and the OSD: the presented
surface's marks are blitted into a quarter-resolution stencil, a soft-knee
bright pass runs under it, three separable Gaussian iterations spread it and a
screen blend adds it back. The marks follow the picture: native-wide centre
copies and Smooth motion surfaces (redraw and reprojection) copy stencil with
colour, and generated frames get the same pass. Off: nothing runs, no state
changes, and the composed frame is byte-identical to master.
test_gl_bloom (gl_bloom_test): off is byte-identical before/after bloom and
with --dump against master; on, a bright 2D panel and a panel over a lit 3D
polygon are byte-identical to off, an additive and a 3D polygon glow; guest
VRAM is unchanged; on this thread and on the render thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verifies the four PS1 semi-transparency modes, set-mask, mask check and
texel STP at 4x internal resolution with PGXP depth on and off, directly
and on the render thread, against the PS1 formulas and the software
rasterizer (new gl_blend_accuracy_test).
Finding: with the historical surface bases (fills and texels stored as
k*255/31, everything else as k*8) single-layer blends are off by one 5-bit
step in places (1312 of the test's checked pixels, e.g. B+F/4 over a fill).
[video] accurate_blending = true stores every VRAM write as k*8 so GL's
8-bit blend truncated by the readback is exactly the PS1 arithmetic; whites
of fills/texels then present as 248 like uploads already do. Default off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enhancement arenas (GPU DMA aperture, Expansion-1 mod memory) were untracked, so Crash widescreen drew every vertex native with no depth. Adds depth stats/clear causes to pgxp, depth to pgxp_tri_ring, input_route_start at_frame, integer number keys in game.toml.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
[video] fmv_chroma_smoothing = true makes the OpenGL present of a 24-bit
(MDEC) frame keep each sample's luma and take its chroma from a [1 2 1]
tent over the 3x3 source pixels, hiding the 2x2 colour blocks of 4:2:0
video without softening luma. Pairs with the existing fmv_filter upscale.
Guest VRAM/MDEC output untouched; 15-bit presents and the default unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] texture_lod = "mipmap" emulates mip levels for PS1 texture pages,
which are decoded per fetch from VRAM and so have no GL mip chain: the
screen-space UV footprint of a minified, proven-3D primitive is box-averaged
(opaque texels of the fragment's STP class only), and anisotropic_filtering
(1..16) spreads that many taps along the footprint's major axis. Every tap
clamps to the primitive's UV bounds or texture window, so packed atlases
never bleed. The mode rides in the textured batch's filter key; off (the
default), sprites/HUD and magnified textures are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] antialiasing_mode = "off" | "fxaa" | "fxaa_hq" (PSX_AA_MODE)
filters the composed game image after the game quad and before hold-last
capture, OSD and swap; guest VRAM, readbacks and the Smooth motion /
frame generation sources are untouched. Off (default) never runs the pass
and is byte-identical to master.
[video] supersample = 1.0..4.0 (PSX_SUPERSAMPLE) multiplies the internal-
resolution target (Match display or a line preset), so the existing area
resolve does ordered-grid SSAA; dynamic resolution takes it as its ceiling.
Debug server: post_aa reads/sets the mode live. Real-GL fixture
gl_post_aa_test; supersample checks in test_internal_resolution.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] frame_generation_method = "redraw" (default) | "reprojection",
PSX_FRAME_GEN_METHOD overrides; replaces frame_generation_redraw.
- Redraw runs and allocates nothing of reprojection: no snapshots, depth
image, programs, HUD matching; the cost-spike clamp and the dynamic
resolution load formula apply to reprojection only. Switching to redraw
or turning Smooth motion off frees what reprojection held.
- Uniform locations and PSX_RP_DEBUG/PSX_RP_NOPREV are read once with the
programs.
- Each method gets its own breaker settings, set again on a switch;
frame_gen_hold takes a kind (step down / over budget), not a string.
- The warp's depth is cleared before the cars are drawn (PGXP depth tested
them LEQUAL against it).
- The warp restores the renderer's texture bindings on units 1 and 2 and
never leaves a sampler on texture 0.
- gl_frame_gen_test: redraw asserts nothing of reprojection ran or was
allocated (its phase 0.5 digest matches master's); reprojection runs
check the warp's pixels on a parallax pan (vs the redraw of the pair, no
holes, HUD exact), real frames unchanged, and no warp depth with PGXP.
- FRAME_GENERATION.md: the key, the default, reprojection and its
R4-tuned object rules.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each in-between frame warps the newer real frame's finished image by the
in-between camera instead of drawing the scene again:
- per game frame: a snapshot of the list's finished image (taken when the
list closes; R4 flips to a buffer before drawing into it, so the live
surface is not a stable source) and a 2x native image of camera 1/z,
pixel kind and view rasterized from the recorded triangles in painter
order (world / car-or-dome / 2D-HUD-small-view);
- per in-between frame: one grid draw (a vertex per native pixel) that
unprojects world pixels with their depth, moves them by the view's
in-between camera (fg_view_affine) and samples the snapshot at full
resolution, nearest wins; cells over depth edges or non-world pixels are
left to the snapshot underneath; 2D/HUD pixels are put back; cars are
drawn again at their own in-between position.
Measured: ~0.3-0.8 ms CPU and ~0.3-2 ms GPU per in-between frame (was 2-4
ms each), A/G/B max out-of-range 0.3-3 %, worst ratio 1.1-1.5.
[video] frame_generation_redraw / PSX_FRAME_GEN_REDRAW=1 keeps the old path.
Planner/holds: dynres 'over budget' no longer stops cheap reprojected
frames; guest-late trips ignored while they are cheap; allocation and
shader compilation are kept out of the cost estimate. frame_gen JSON:
rp_ms, rp_zn, reprojected, np (why a flip planned none); debug buffer 4 KiB.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] pgxp_seam = "off" | "fine" | "wide" (default off; PSX_PGXP_SEAM,
PSX_PGXP_SEAM_PX). Above 1x, a vertex that sits on a neighbour's edge only to
the PS1's precision leaves a hairline crack. Opaque 3D triangles move each
edge outward (mitred, limited at sharp corners): fine = 1 output px, wide =
half a native px; UVs, colour, q and SZ extrapolate with the barycentric
coordinates of the new corners so textures do not slide.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] pgxp_color_correction (default off; PSX_PGXP_COLOR overrides). Gouraud
colour on PGXP 3D triangles interpolates with 1/SZ; textured triangles with
perspective UVs share their w. The flag rides in the per-vertex PGXP code the
depth buffer already carries (sz + 65536).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- gpu.c sends gr_set_depth_triangle only while a PGXP renderer feature is
on (gl_renderer_pgxp_render_wanted): no RTH_DEPTH per triangle otherwise.
- The SZ rides in the textured vertex's unused colour alpha, so TEXV stays
26 floats for every title.
- gl_renderer_set_pgxp_depth / _threshold / pgxp_render_stats sync with a
live render thread (GL_RT_SYNC) like their neighbours.
- A depth-mode change is its own batch-break reason (7); batch_diag returns
all eight reasons.
- Smooth-motion in-between frames replay RTH_DEPTH and test depth from
their own clear; gl_frame_gen_test gains a PGXP pass (overlapping 3D
triangles out of painter order) where the in-between frame must match
the real one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] pgxp_depth_buffer (default off; PSX_PGXP_DEPTH overrides) and
pgxp_depth_threshold. gpu.c hands the GL backend each triangle's GTE SZ when
all three vertices are dataflow-precise (gr_set_depth_triangle); the backend
draws those opaque triangles with a LEQUAL depth test and write. 2D,
unproven, semi-transparent polygons, lines and rectangles never test or
write. Depth mode is a batch key and rides in every high-resolution-window,
native-wide and render-thread replay command. Clears are colourless
depth-only draws through the flat batch: after a drawing-area change or a
fill, and when the average SZ rises by the threshold (4096, as DuckStation).
Generated (Smooth motion) frames draw without depth.
Docs: ENHANCEMENTS.md G1.14.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The render-thread controller's load now adds the generated frames actually
drawn in each sample, each at the mean measured cost of the timed ones (GPU
time or CPU wall, the larger), to the real frames' cost. Dynamic resolution
sees the whole render-thread spend: it steps up while there is room for the
real and the in-between frames, and counts the in-between frames against the
budget once they crowd the real ones, without assuming a full panel rate of
them at an estimated cost.
Generation's over-budget pause now looks at the real frames' part of the
load only (the last window's load less the generated frames' share), so the
in-between frames do not switch themselves off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PSX_FRAME_REPORT_MS (the release-build speed readout) now also prints the
emulation thread's busy share (the window less its pacer waits and its waits
on the render queue), the render thread's busy share, the dynamic resolution
level and load, and Smooth motion's generated / real presents per second.
PSX_HOLD_PADS="p1[,p2]" holds raw pad words (active low, 0xBFFF = Cross) on
ports 1 and 2 after every live sample, so a release build (no debug server)
can drive a race from a savestate (PSX_LOAD_SLOT) for timing runs. Unset,
both cost one cached branch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Dynamic resolution budgets the real frames with the share of the game
frame Smooth motion leaves them (gl_renderer_frame_gen_real_share), so the
scale drops until the in-between frames fit the display refresh.
- In-between frames are timed from the game frame's arrival, not from the end
of its composition; the last one per game frame is no longer dropped by a
quarter-interval margin.
- Views under 15 % of the largest (a rear-view mirror) stay as the real frame
drew them: a wrong mirror camera fit threw its lane marks across the
screen as a dashed line.
- HUD: 2D triangles both frames draw with the same key that moved a little
(tachometer needle) are interpolated; changed digits stay as drawn.
- frame_gen JSON: end_ahead / end_bp / end_phase counters.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pairing triangles of consecutive draw lists by key and draw order paired
the wrong ones whenever the game reordered, culled or switched LODs (R4:
a grandstand of one repeated texture turned into a staircase; on a
synthetic version 225 of 226 pairs were wrong). No primitive is paired by
draw order any more.
gte.cpp notes each RTPS/RTPT output (only while generation is on) with an
identity (issuing ra + model-space vertex), its camera-space position and
H, indexed by screen word; gpu.c records each polygon vertex's source
ahead of the triangle (RTH_FG_SRC, never drawn). Per view the camera
motion between the two frames is fitted from the paired camera-space
vertices (RANSAC + least squares); one real frame is redrawn from the
in-between camera: world vertices re-projected, vertices moving against
the world (cars) lerped in camera space, CPU-built vertices moved with
their triangle, HUD/2D unchanged. Moving forward the older frame is
redrawn; uncovered areas show the newer real frame. A verdict rejects
the generated frame (the real one shows) without projections, with few
pairs/inliers, or with a motion no camera makes. Real frames are
unchanged (gl_frame_gen_test).
PSX_PRESENT_SHOT_BURST=N captures the next N composed frames, real and
generated, for checking in-between frames against their neighbours.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Opt-in under the render thread. Composed frames go to a ring of offscreen
slots at the window's size (binds of framebuffer 0 on the composing context
land on the current slot); a present thread with a second, shared context on
the same window waits on the slot's fence, copies it 1:1 and swaps. The
compositor's wait moves off rendering; the composing side waits only while
every slot is queued or on screen. Falls back to direct swaps when the shared
context or sync objects are unavailable.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] frame_generation (opt-in, with render_thread): the render thread keeps
each game frame's replayed draw list, matches the triangles of the last two
(frame_gen.c), and presents in-between frames at the display refresh by
redrawing the newer list into separate surfaces with matched vertices
interpolated. It never runs guest code. Real frames are composed at their
flip and presented after the generated ones, with the same pixels and
order. Generation uses only measured surplus: a plan from render-thread CPU,
generated-frame cost and swap time, a breaker after backpressure or late
guest frames, and a pause while dynamic resolution is over budget. The
render-thread core gains a timed tick hook. Frame-cost queries pause around
generation, so dynamic resolution measures real frames only.
Tests: frame_gen_test, render_thread_test (tick), gl_frame_gen_test (real
frames identical off/on; phase 0/1 equal the endpoints). Docs:
docs/FRAME_GENERATION.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hr (VRAM) surface stayed allocated at the ceiling. On GL-on-Metal every
render pass loads and stores the whole attachment, so its cost followed the
ceiling rather than the level: R4 2P VS at 5x ran 40-45 Hz for its first
seconds with a 10x ceiling and 60 Hz with surfaces allocated at 5x. Allocate
a new hr surface at each step and reseed it from the 1x image and the saved
rects; a failed allocation falls back to the in-place step down, or refuses
a step up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A native-wide surface was allocated at the dynamic-resolution ceiling and
rendered into its lower-left corner. On GL-on-Metal every render pass loads
and stores the whole attachment, so the wide surfaces cost the ceiling's
bandwidth at every level. Allocate them at the level they render at and
reallocate at each step, rescaling the presented rows and margins from the
old surface. The limit check stays at the ceiling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--headless-opengl captured the presented image into the ring every frame
through gl_renderer_capture_display_hires, a sync point, so a headless
run (fp_identity) held the context for most of every frame. The capture
is now recorded at the same point of the frame (gl_renderer_ring_capture)
and done by the render thread; ring readers already sync first. A rect the
GL surface cannot serve is skipped there rather than resolved through a
CPU readback, and ensure_cpu refuses to run on the render thread at all:
its readback would land in the private upload source and mark the CPU
side current without gpu.c's array seeing the pixels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With the render thread running, the backend's facade table records every
state change, primitive, fill, copy, CPU->VRAM upload (payload copied)
and native-wide call, and the present, into the command ring; the render
thread replays them through the unchanged glb_* functions. With it off
gl_backend_get returns the existing table and nothing new runs.
Sync points: every other GL entry point reached on the emulation thread
(readbacks, savestate restage, render passes, OpenXR, settings,
diagnostics) drains the ring and takes the context (GL_RT_SYNC); the
emulation thread then runs the rest of that frame directly, exactly as
without the thread, and hands the context back at the frame boundary when
the frame may run asynchronously again (no depth24 display, dual-raster,
frame interpolation, render pass, netplay or OpenXR).
Guest-visible VRAM stays gpu.c's array: while the render thread owns the
context, uploads stage from a private copy that receives each payload in
command order. Guest state the backend reads while drawing (per-primitive
widescreen tags, the native-wide fast-path latch) is captured at record
time; host overlays travel with the present; a present that a newer
recorded frame already supersedes is skipped. The emulation thread answers
projective/wide-present/draw-area queries from mirrors of the recorded
calls. The per-frame display-ring readback is queued (fbo_peek_deferred)
instead of being a sync point.
The GL fixtures link render_thread.c and stub the two facade hooks; the
scale fixture also gains the gpu_ws_background_requires_full_composite
stub it was already missing (it failed to link on master).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
gl_renderer_set_dynamic_resolution(1) keeps the hr surface and the
native-wide surfaces allocated at the scale context init gave them (the
ceiling) and lets the internal scale step to any integer level from 1 to
it while the game runs. A lower level renders into the surfaces'
lower-left VRAM*S corner; every viewport, scissor, pack, copy and capture
already takes the scale at use, so only allocation and the present's
normalised UVs read the allocated size. Off (the default) nothing is
allocated differently and no step can run.
A step runs after a present, never inside a render pass:
- it takes the top-left sample of every native block of the old surface
(the sample the pack reads) into a 1x image and reseeds the new corner
from it, so the guest-visible VRAM is unchanged byte for byte;
- it rescales the displayed rect and the draw area from their old pixels,
so neither the frame on screen nor the one being drawn shows 1x blocks;
- it rescales the native-wide margins in place, in row bands ordered so
no source row is overwritten before it is read;
- it marks the mask stencil stale (rebuilt at once while mask checking is
on) and drops the render-pass backup and images.
Reallocating per step instead measured 30-106 ms at 7x-10x on an Apple
M4, mostly the first touch of the new surface. Steps are not offered in
the windowed high-resolution mode or with dual raster.
gl_scale_invariance_test gains "steps" runs: rendering after a step into
a ceiling-sized surface equals the fixed-scale run at that level; a chain
of steps (9x down to 1x and back, 5x) leaves the native VRAM unchanged at
every step, the two rects and the wide margins exact nearest rescales of
their old pixels, everything else the old top-left samples, and mask
checking right after a step correct; the window mode refuses steps.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Preserve negotiated content and dual-raster pass gates. Retain both fixture assertion sets and HD-off seams. Regenerate both BIOS with actual native emitter. Fix type-only rollback corrections and exclude extra-pad changes from digital-only promote gates.
Load modern texpage/texupload PNG replacements independently of DuckStation source. Integrate pack folders and options with mods, preserve native VRAM, and validate GL rendering, format matching, dump safety, and upload invalidation.
psx_mod_render_local_view() runs a title's draw code in the render-pass
sandbox on a forward netplay frame and keeps the drawn display rect in the
OpenGL presenter's surface only. The authoritative CPU VRAM, guest RAM,
rollback snapshots and digests keep the canonical frame; the presenter shows
this peer's own image. A committed image cancels any local-view crop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>