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design/latency-reduction-2026-07.md tier 1, remaining halves: - T1.1: the native encode loop wakes on the capture's ACTUAL arrival instead of sampling at a free-running tick — deletes the sample-and-hold (~half a frame interval on average, a full one worst-case: ~8ms avg @60fps). New Capturer::supports_arrival_wait/wait_arrival pair (IDD-push waits its frame-ready event against the shared-header token; the PipeWire portal blocks its channel with a pending stash); backends without an arrival signal — and PUNKTFUNK_FRAME_DRIVEN=0 — keep the legacy tick bit-identically. A 0.9x-interval rate floor caps encode at ~1.11x target when the compositor outruns the session; a +0.5x-interval keepalive keeps static desktops re-encoding at 1.5x-interval cadence. Pacing deadlines re-anchor to the actual submit so they can't drift against the arrival clock. GameStream plane untouched. - T1.4: the jump-to-live detectors run on WALL-CLOCK now (STANDING_TIME / FLUSH_AFTER = 250ms) instead of 30-frame counts whose meaning scaled with fps (500ms @60 but 125ms @240 — and stretching further under T1.1's slower static-scene repeats). The queue trip also requires depth still >= high, so a hysteresis-band hover can't fire on elapsed time alone. Validated: .21 Linux 185 core + 177 host + pf-capture tests, clippy -D warnings; .133 Windows cargo check of pf-capture + punktfunk-host green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>