In one earlier industrial-base diagnostic frame, pressure takes 27.57 ms, interface correction 16.05 ms and transport 4.32 ms. In one SO vented-region frame, pressure takes 61.38 ms and transport 69.26 ms, versus 2.56 ms for interface work. These are explanatory samples, not whole-cycle averages.
Native handoff averages about 13.38 ms for UpdateData, plus 0.90 ms shadow writing, 1.17 ms contact capture and 1.42 ms game copying. Process/next waits are nested owner waits and must not be counted again as independent work.
Managed diagnostic timings point to texture updates and publication/receipt handling. Allocation-counter validation failed, so heap-growth readings are proxies, not exact allocated bytes; parent and child timings overlap.
Three additional exact surface caches produced no established extra full-cycle speedup. Lower worker counts may help CPU/memory budgets, but showed no reliable speed advantage. The GPU route remains closed by the project’s existing decision.
Game-thread/owner overlap already exists. The remaining positive native-frame fence orders messages, shadow writes, native contacts and paired heat capture. Removing it remains unsafe under the earlier contact/heat controls. Further exact overlap needs independent native jobs or owner-confirmed contact transactions, rather than another wait-removal switch.
The first flow proposal resets to dt / parts on each advance, and sized proposals carry between flow parts rather than owner ticks. Reusing the previous tick’s interval changes accepted partitions and needs a cold-continuation design; scaling a prior swept-volume ratio does not guarantee that another trial passes.