DKR-R 1.0.5 Beta 15 - Playtest 16

HISTORICAL BUILD RECORD
The original findings and limits below belong to the named earlier build.
For current instructions, use docs/README.md and CHANGELOG.md in the
source repository. These old results do not qualify later packages.

Windows and Linux enhanced-water performance candidate

Quality-preserving optimisation pass:
- Racer wake motion is calculated once per compute group, not per water cell.
- Grid-aligned wake history uses exact direct reads; fractional shifts retain
  the original filtering. Wake resolution and reflection sample counts remain
  unchanged. Reset steps still inject the original wake/shore response.
- Existing wake textures survive wet/dry transitions instead of being shrunk
  and recreated. History resets on transitions to avoid stale trails.
- Colour, depth, original-colour and HiZ captures process the relevant viewport
  with aligned guards. Wide-screen mappings and odd-size edge coverage remain.
- Unused mask-only draws are skipped, but required water depth passes remain.
- Exact unchanged ray geometry retains its acceleration structure, even when
  a texture reload rebuilds material metadata. Actual geometry changes rebuild.
- Repeated camera matrix inversions are cached/reused by exact matrix value.
- SSR mip dimensions are derived outside texture queries; reflection search
  ray origin/direction are projected once instead of matrix-multiplied at every
  sample. Search steps, refinements, hardware-ray fallback and quality are
  unchanged. This is full-resolution shading, not a reduced-resolution effect.

Optional developer timing: set DKRR_WATER_PROFILE to a new CSV output filename
before launching. This enables per-pass GPU timestamp reporting and writes that
file; leave unset for normal play. Do not choose a file you need to preserve.
The normal workload fence is reused, with no added GPU drain.

Preserved: adventure/widescreen reflection fixes, normal online backends,
custom mods, offline save isolation, Track Lab and the Blender add-on.
Android is deferred for this pass. No ROMs, saves or user mods are packaged.

Qualification: headless policy, resource, projection, ray and original-vs-new
wake checks do not replace real gameplay verification. Please compare the same
scene/settings in Sherbet Island, Whale Bay, Pirate Lagoon, Bubbler and Adventure.
No measured gameplay FPS guarantee is made, including 1440p/120 FPS on RTX 2080
Super. Full-resolution high-quality hybrid reflections remain a substantial GPU
workload; this build reduces redundant work without lowering your image quality.
