The game boots until the queued state is read, decompressed and applied, which takes a varying amount
of host time, and those boot frames counted towards the timeout. So the same state ended on different
frames depending on the host, for example while texture replacements competed for the IO threads.
After the load the emulation is identical: syscall traces of Fate/Extra CCC with no texture pack, and
with one loading slowly or instantly, are byte for byte the same.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>