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VkContext::shutdown deliberately skips vmaDestroyAllocator, because walking every allocation costs seconds with thousands of loaded textures and models, and the driver reclaims device memory anyway. The cost is that everything the caches still hold is reported one object at a time at vkDestroyDevice: ninety thousand errors in a single run, which buries any real problem the layers find — the rendering faults fixed earlier today were needles in exactly this haystack. Keep the fast path for players and destroy the allocator properly when the layers are active. A few seconds on the way out buys a validation signal that can be read, and a genuine leak now stands out instead of hiding in the noise.