# TASK 33 — Automatic step-down when the show can't hold its tier (queued 2026-09-01; v1) > Catalog: [`TASKS.md`](../TASKS.md) — status and requirements live here. > Design settled with the creator 2026-11-09. **Not a magenta question of taste: this is the app > admitting it is part of the problem when it is.** **Goal:** the stream degrades *predictably and honestly* instead of drowning viewers in freeze frames — and when LlamaCasty itself is the starving process, it says so out loud instead of blaming the creator's connection. The `variable` reusable stream (shipped) makes every step zero-API: a tier or bitrate change is just an encoder relaunch at the same URL. ## Cause first, lever second | Cause | Signal | Lever | |---|---|---| | **Machine starvation** — the PC (often the game) can't make the frame | pump stalls, render time over the frame budget, frames never produced | reduce work: **60 → 30 fps**, then **1080 → 720** | | **Upload congestion** — the socket can't carry the bits | frames produced on schedule but rejected; encoder queue full; **rising submit block time** (pump already logs `avg submit` / `avg wait`) | reduce bits: **8.0 → 6.4 → 5.1 → 4.1 Mbps** (~20% steps), geometry untouched | Resolution is **not** a bandwidth lever: 1080p30 and 720p60 are both 6 Mbps in the shipped table, so that step relieves nothing. Fps is **not** a congestion lever: same bitrate, same socket. ## Shed our own load before asking the viewer to pay 1. If our capture/convert cadence is what starves, **halve our own capture rate first** — same output tier, less of the creator's machine. This is the "budget streamer self-streaming gameplay" case. 2. Only then step fps, then resolution. ## Budgets, floors, terminal state | Start | Steps allowed | Worst case it can reach | |---|---|---| | 1080p60 | **3, any mix of the two ladders** | 720p30 @ 6.4 Mbps | | 720p60 | **1** | 720p30 @ 4.8 Mbps | | Vertical 1080p60 | **1** | Vertical 1080p30 @ 6.4 Mbps | - Floors: 16:9 never below **720p30**; vertical never below **Vertical 1080p30**. - Budget exhausted → **hold**, keep streaming, one persistent warning naming the cause, manual step-up stays available. Never disconnect, never nag repeatedly. - Trigger: ≥5% dropped over 15 s, twice, 30 s cooldown between steps. Mixed/ambiguous evidence does nothing. One-way within a broadcast (no climb-back; revisit with session data). ## Own the mistake in plain words A toast that reports a mechanism is a bug in the toast. Every message names **what happened, who caused it, and what the app already did** — no exception text, no error codes: - ours: *"LlamaCasty couldn't keep up with your scene, so it lowered the frame rate to 30. Your connection wasn't the problem."* - theirs: *"Your upload couldn't hold 8 Mbps, so LlamaCasty dropped it to 6.4 to stop the freezing. It will stay there for this stream."* One toast per step, plus one session-report line (`quality stepped down 12:04 — encoder` / `— upload`) so support answers from data, not memory. Wording rules live in [`docs/ai/ui-surface.md`](../docs/ai/ui-surface.md) → Toast notifications. ## Tests Pure `StepDownPolicy` units (classifier, both ladders, budgets, floors, cooldown, one-way, ambiguity → no action) + the ONE integration: a fake health stream with sustained drops of each cause produces the matching step and exactly one encoder restart. ## Reference OBS Dynamic Bitrate (27.2) is the established answer for the congestion half: bitrate-only, small steps, hysteresis. **Adopted:** bitrate as the sole congestion lever, stepped with cooldown. **Discarded for v1:** its automatic climb-back (the creator's one-way ruling). **Ours:** the machine-side ladder and "shed our own cost first" — OBS has no equivalent, and that is the half that matters when the game and the app share one machine.