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The renderer sized its worker pool from available_parallelism, which on Windows counts every processor in the machine, also when the process's affinity mask allows fewer. A process allowed one core started 8 workers, and the renderer's flush spun on that core while the workers got no time, so renders crawled or stalled. The desktop app and vectorcraft-cli now read the affinity mask at startup (src/windows_cores.rs, shared) and pass the count to the renderer with vectorcraft_render::set_usable_cores. With one usable core the renderer renders on the calling thread.