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Loading a state started the JIT over, so every block the game runs had to be compiled again, which stutters. Now the loaded modules' code is compared with the state's as RAM is loaded (a chunk that already matches isn't copied either), and blocks entirely inside unchanged code stay. Everything else is invalidated as before, and without a JIT, or with no unchanged code, the JIT still starts over. The JIT throws its blocks away if the loaded state needs code they weren't compiled for (rounding mode switches, or no default prefixes at block start). The other way round it keeps them, along with the flags they were compiled under: before, a loaded hasSetRounding of false, or the reset of lastSetRounding, had the next compile rebuild everything anyway. In the three seconds after loading a state, Ridge Racer compiles 28 blocks instead of 4823, Force Unleashed 31 instead of 7727. Frames rendered after the load are identical either way. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>