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Measured on an M1: lingering cost wall time at every length tried, as waking a thread is cheap on macOS, and seven or eight drawing threads beat six. So Apple platforms use eight and don't linger, and Android doesn't linger either (spinning costs battery). Windows and Linux keep six and lingering, which was measured under WSL2 only. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.