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Add graphics performance tier for low-end devices
Introduce an OPTIONS -> PERFORMANCE setting that scales the port's optional presentation extras down for weaker hardware, so older/lower-end devices can run the game smoothly. The tier governs the three heaviest non-faithful extras -- the 3D TILT, the GBC FX post-process shader, and survey ZOOM (which renders connected neighbor maps) -- plus a hard FPS ceiling. It never touches game logic, which is fixed-step off dt, so every tier plays identically. - src/core/Performance.lua: tiers (auto/high/balanced/low), a conservative device auto-detect (ARM handhelds -> low, phones -> balanced, normal desktops -> high), per-tier caps, and the option-row cycle. Zero requires, like GameVersion. - Game:applyOptions clamps the *live* presentation state against the tier without rewriting stored options, so a lower tier hides the player's TILT/GBC FX/ZOOM/FPS choices and a higher tier restores them exactly. - Zoom.offsetRange floors the range at FIT when survey is disallowed, so the option row, hotkey, and mouse wheel all stop at close-up on LOW. - New save.options.performance default "auto"; OPTIONS row heads the display group and re-applies live. - Tests: tests/engine/performance_tiers.lua (ROM-free); mod_ui_tests row golden updated for the spliced row. AUTO resolves to HIGH on a normal desktop and on every options.lua that predates the option, so the common case is unchanged. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
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@@ -137,6 +137,41 @@ effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
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its launcher because the device reports `"Linux"` while its GPU is in the
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phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
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## Performance tier (low-end devices)
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The Options **PERFORMANCE** row scales the port's optional presentation
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extras down for weaker hardware. The extras it governs are the three
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heaviest things the port adds on top of the original -- the whole-screen 3D
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**TILT** (transforms the entire map as a ground plane), the **GBC FX**
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post-process shader (a fullscreen pass), and survey **ZOOM** (zooming out
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renders the connected neighbor maps, a lot of extra overdraw) -- plus a hard
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FPS ceiling. None of this touches game logic, which is fixed-step off `dt`
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(`src/core/FixedStep.lua`), so every tier plays identically; they differ
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only in how much eye-candy the renderer is allowed to do.
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| Tier | TILT | GBC FX | Survey ZOOM | Extra FPS ceiling |
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| ------------ | ---- | ------ | ----------- | ----------------- |
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| **HIGH** | on | on | on | none |
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| **BALANCED** | off | off | on | none |
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| **LOW** | off | off | off | 60 |
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| **AUTO** | picks a default from the device (below) |||
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- **AUTO** (the default) reads the device once at boot: ARM Linux handhelds
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(e.g. the RG34XXSP) resolve to **LOW**, phones/tablets and very-low-core
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desktops to **BALANCED**, and everything else -- a normal desktop, and
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every existing `options.lua` that predates this option -- to **HIGH**,
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so the common case is unchanged. See `src/core/Performance.detect`.
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- AUTO only chooses the *default*; all four tiers are selectable, so a
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wrong guess is one row away from being overridden.
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- The clamps are applied **live** against your stored options and never
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rewrite them (`Game:applyOptions`), so a lower tier hides your TILT / GBC
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FX / ZOOM without forgetting them -- raising the tier restores exactly
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what you had. (This is why the TILT / GBC FX / ZOOM rows still show your
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saved choice on a clamped tier: it's your preference, waiting for a tier
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that can afford it.)
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- Persisted as `save.options.performance` (`auto` | `high` | `balanced` |
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`low`); unit-tested in `tests/engine/performance_tiers.lua`.
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## Peer-to-peer link play (lua-enet)
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Trades and link battles connect two copies of the game directly over
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