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--timeout was wall-clock seconds, which is what CI wants but not what you want when the question is whether the game has had long enough to get somewhere: a heavy scene runs many times slower than real time and a near-idle one much faster, so the same budget means very different amounts of game time. Booting a firmware VSH is a good example - 10 emulated seconds is about 25 real ones on 6.61 and about 7 on 2.00, and judging those two by the same wall-clock number makes a working shell look stuck. Both limits can be set at once and whichever is reached first ends the run, which also says which one it was. --timeout still works as the old name for --timeout-wall. The IsDebuggerPresent() exemption stays on the wall-clock check only; the emulated one doesn't need it, since sitting at a native breakpoint burns no emulated time. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>