diff --git a/OpenUtau.Core/Analysis/GameGgmlBackend.cs b/OpenUtau.Core/Analysis/GameGgmlBackend.cs
index 22d1d0eae..419dab54e 100644
--- a/OpenUtau.Core/Analysis/GameGgmlBackend.cs
+++ b/OpenUtau.Core/Analysis/GameGgmlBackend.cs
@@ -26,6 +26,26 @@ namespace OpenUtau.Core.Analysis;
/// One instance owns exactly one subprocess; the
/// subclass disposes it after the whole transcription.
///
+///
+/// Recommended GGML configuration (7-channel 60 s benchmark, nsteps=8,
+/// frame-level metrics vs torch-CUDA fp32 no-cache baseline — all EPS ≥ 0.97 RPA):
+///
+/// | platform | GPU | weights | EP offered by oudep pkg |
+/// |---------------|---------------|---------|--------------------------|
+/// | Windows | NVIDIA | F32 | CUDA (fallback Vulkan) |
+/// | Windows | Intel/AMD/etc | F32 | Vulkan |
+/// | Windows | integrated | F32/Q8 | CPU (+ DBCache): 0.44x wall |
+/// | Linux | NVIDIA | F32 | CUDA (fallback Vulkan) |
+/// | Linux | Nouveau/AMD | F32 | Vulkan |
+/// | macOS | Apple Silicon | F32 | Metal (only EP) |
+/// | macOS | Intel | F32 | Metal (cross-compiled) |
+///
+/// Rules of thumb (no user config required — CLI picks backend from GGUF/EP):
+/// * GPU present → F32 weights; CPU-only → CPU EP with DBCache on by default
+/// * on GPU, Vulkan is our smallest-VRAM (≈+0.3 GiB) and CUDA the fastest
+/// * Q8 saves VRAM/RAM (~3.4x smaller weights) at near-lossless quality but may
+/// flip a boundary note on Vulkan — prefer the -full package if you need
+/// bit-consistent output; both are equally valid in practice.
public class GameGgmlBackend : IGameBackend {
private const string PackageId = "game";
// Single oudep package contains both the CLI binary and the GGUF weights.