Queued frame (color = tier) Being serviced Dropped (queue overflow)

Render Pipeline Backpressure: Frame-Budget Queue Simulator

A real renderer doesn't just guess how expensive a frame will be — it measures how long the last one actually took to reach the screen. This 2D simulator models that honestly as a single-server queue: frame requests arrive at a fixed vsync cadence (the target frame budget) and queue up for one render server whose service time is set by the currently active enhancement tier and a device-stress multiplier. Watch frames stack up as colored dots waiting in line, slide through the server while being serviced, and exit — or, if the server can't keep up, get dropped outright once the queue overflows, exactly like real jank. Every measured completion time feeds the same EMA-smoothed, asymmetric-hysteresis tier controller as the 3D version, and the live Little's Law readout (L̄ = λ·W̄) lets you check the simulated queue's own statistics against queueing theory in real time.