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[PR #167] kb: Rev2 fighter passed through into IKEMEN GO: lock-step stepping, shared GPU layer and frame pacing (Guilty Gear Xrd REV 2) #176
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📋 Pull Request Information
Original PR: https://github.com/rehan-remade/universal-modder/pull/167
Author: @jerezereh
Created: 10/8/2026
Status: 🔄 Open
Base:
main← Head:kb/guilty-gear-xrd-rev-2-rev2-ikemen-passthrough-frame-pacing📝 Commits (2)
9f779bekb: Rev2 fighter passed through into IKEMEN GO: lock-step stepping, shared GPU layer and frame pacing (Guilty Gear Xrd REV 2)4ecb17ekb(guilty-gear-xrd-rev-2): pipelined barrier arena at 60 FPS, step events, release fence, shared-memory channel📊 Changes
3 files changed (+253 additions, -1 deletions)
View changed files
📝
knowledge/INDEX.md(+2 -1)➕
knowledge/games/guilty-gear-xrd-rev-2/rev2-fighter-passed-through-into-ikemen-go-lock-step-steppin.md(+210 -0)📝
knowledge/index.json(+41 -0)📄 Description
New field note (status: in-progress): a live Guilty Gear Xrd REV 2 fighter stepped in lock-step by IKEMEN GO, rendered into a named shared D3D12 texture that IKEMEN samples with no CPU copy, with hits replayed through Rev2's own hit pipeline.
The main reason for the note is frame pacing. It covers:
GetMaxTickRateonGEngine) and why a Frida JS float callback can't override it (the return value is on the x87 stack);It also has 13 gotchas and open options for reaching 60 drawn FPS.
Draft: the work is ongoing. It runs end to end but isn't playable at 60 FPS yet, and the note will be updated before this is marked ready. No game files, byte patterns, retail addresses or decompiled code are included.
um kb checkpasses.🤖 Generated with Claude Code
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.