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At high output rates presenting took most of the host time the budget was learnt from, so 200-240 FPS rendered almost no passes and looked like 30 Hz. A shed present is only coalesced while a shed pass is a missing motion sample, so the budget now counts present time beyond two presents per game frame as available. interp_present goes through the same accounted pair presenter (identical GL calls). Measured on an M4 under load (R4, 1x): 240 FPS went from ~20 to ~74 passes/s at 153 presents/s, still 59.9 guest VBlanks/s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>