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- 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>