Normalize Comment Terminology

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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copeconeandClaude Sonnet 5.5 committed 2026-10-15 18:29:22 +09:00
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commit 3ac441db58
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
/// <para>
/// Created by <c>RenderManager.StartFFmpegThread</c> on a GameObject kept across scene loads, and reused for later
/// renders. The overlay is drawn on the game screen only; it is not part of the encoded video frames.
/// <see cref="Update"/> rebuilds the text every frame on the Unity main thread.
/// <see cref="Update"/> rebuilds the text every frame on the main Unity thread.
/// </para>
/// </summary>
internal class DebugMonitorUI : MonoBehaviour
@@ -194,7 +194,7 @@ internal class DebugMonitorUI : MonoBehaviour
// Queue - frames waiting in ImageQueue for the render thread / queue frame limit
// Rendered Frames - RenderManager.frameCount (frames produced by the game)
// Frames Sent - RenderManager.framesSent (frames handed to the encoder; written by the render thread)
// Throttling - RenderManager.throttleCount (times the main thread started waiting because ImageQueue
// Throttling - RenderManager.throttleCount (times the main Unity thread started waiting because ImageQueue
// held more frames than its limit)
// Readback failures- RenderManager.readbackFailureCount (AsyncGPUReadback requests that completed with an error)
// Mono heap - GC.GetTotalMemory(false), managed heap size in MiB without forcing a collection