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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>