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[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>