Improvements
- Reduced frame delivery stutter by stabilizing the phase of each present call relative to the display deadline — frames now land at a consistent point in the interval regardless of CPU timing variance
- Fixed presentation gate reading the wrong deadline (next frame's instead of current frame's), which caused the gate to reject most frames and rarely activate
- Improved deadline chain smoothing — blends actual frame time into the deadline advance to reduce the alternating overshoot/undershoot pattern in frame delivery
- Added overload detection hysteresis to prevent rapid on/off flipping when the game is borderline GPU-bound
- Faster cadence bias convergence — large presentation drift corrections now apply within 1-2 measurement windows instead of 5-10
- Added Reflex pipeline timing extraction for more accurate presentation latency correction on DX12 Reflex games
- Added 7 new CSV telemetry columns for pipeline analysis: reflex pipeline latency, queue trend, present duration, GPU active time, AI frame time, CPU latency, and gate margin