Changelog
Khargosxh18Here 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 fortop-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-apptasks 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.