Changelog

Changelog

Khargosxh18

Here are the most important node tunings of course I won't write everything here.

1. Scheduler & WALT Migration

  • WaltSchedUpmigrate & WaltSchedDownmigrate: Widened the migration thresholds to keep heavy multi-threaded workloads on the 4 Big cores rather than prematurely bumping them to the power-hungry Prime core.
  • Configured CPU busy hysteresis timers per core to prevent sudden frequency drops right before subsequent micro-bursts of game logic.
  • Cpu3WaltHispeedLoad & Cpu7WaltHispeedLoad: Adjusted the load percentage triggers required before jumping directly to hispeed frequencies on the Big and Prime clusters.
  • Zeroed out walt idle enough during gaming to stop the scheduler from assuming a core has been idle long enough to enter deep sleep states between frame deadlines.

2. Memory Bus & Cache Subsystem

  • Pinned the DDR bus to maximum bandwidth during gaming to eliminate asset streaming bottlenecks between RAM and the SoC.
  • Set a dedicated frequency floor for the Last Level Cache Controller (System Cache / L3) to maintain fast cache interconnect speeds during sudden decompression loads.
  • Zeroed out history memory to force the memory bus governor to react instantly to current load rather than averaging out past idle periods.
  • DdrBwIoPercent & LlccBwIoPercent: Lowered the I/O threshold percentage needed to trigger higher memory bandwidth votes.

3. CPU Capacity & Power Clamping

  • UclampTAMin: Guarantees a baseline scheduling capacity floor specifically for top-app (the active game) without needing a permanent, power-wasting static CPU frequency lock.
  • UclampFGMin: Regulates background and foreground application priority so companion services don't compete with the primary game process.
  • Using TAMin Latency, Flags top-app tasks with high latency sensitivity so the kernel places them immediately on the fastest available eligible CPUs.

4. Latency & Sleep States

  • Limited the CPU DMA latency to prevent cores from dropping into high-latency C-states (deep power collapse) during frame rendering intervals.
  • Adjusted the time the GPU waits before powering down into an idle state, smoothing out frame pacing in GPU-light scenes.

5. ADPF Dynamic Tuning (AdpfConfig)

• Implemented Proper ADPF Tuning With Dynamic Profile Hints. Some Reference About it:-

  • UclampMin_High: Acts as a hard hardware power cap by preventing the dynamic PID loop from demanding maximum voltage.
  • UclampMin_Low: Kept low to allow full downclocking and power saving during menus, plane rides, or low-action scenes.
  • PID_Po & PID_I: Aggressively scales up CPU capacity when massive frame-time overshoots (such as hotdrop asset decompression) are detected, while ignoring minor micro-fluctuations.

• Uses Many parameters like:

"PID_On","PID_Po","PID_Pu", "PID_I", "PID_I_Init","PID_I_High","PID_I_Low", "PID_Do", "PID_Du"


This was just about gaming tunings XD.

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