
Post-tree bottlenecks and lower cache memory
The repeat reaches the post-tree 3D cinematic, with incomplete lighting and character surfaces. The tree remains at 1.231 FPS; a later cinematic interval presents two frames in 30 seconds (0.067 FPS). One 198-second transition frame spends 177 seconds creating pipelines. Later frames also reload 1.4–2.6 GiB of textures. Shader variants now share canonical program bytes, and large Windows driver-cache snapshots use a temporary file mapping. A 256 MiB isolated snapshot test saves about 256 MiB of additional private memory and produces identical files. All 21 cache tests and three native Vulkan probes pass. These memory changes have no new game FPS measurement; character control remains unconfirmed.
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