# Pre-stream world detail cells ahead of the camera.
#
# Measured 2026-09-07: after the Swap-spin and strstr fixes removed ~19% of the
# guest render thread's work, the hitch did not move. Its profile has no hot
# spot left - it is a long tail of guest functions each running 50-80x its
# normal rate for one frame, which is the shape of a BURST: a zone's objects all
# being set up in the same frame. Making the frame cheaper cannot fix that;
# spreading the burst can.
#
# skate3_draw_distance_stream_probe pre-streams detail cells this many metres
# ahead of the camera focus, so the cells arrive earlier and over more frames
# instead of all at the boundary. 0 is the console's behaviour.

skate3_draw_distance_stream_probe=50

skate3_diagnostics=true
skate3_native_render_scene_perf_interval=120
skate3_native_render_scene=true
skate3_guest_fps_cap=60
skate3_guest_fps_cap_auto=false
vsync=true
native_render_suppress_mode=1
skate3_draw_distance_scale=1.0
skate3_lod_distance_scale=1.0
skate3_native_render_scene_tex_store_mb=288
skate3_native_render_scene_mesh_store_mb=224
texture_cache_memory_limit_soft=256
texture_cache_memory_limit_hard=384
gpu_wait_reg_mem_timeout_ms=20
