# Xbox input send queue `NetSendQueue` coalesces only adjacent, same-session input packets waiting for `DataWriter::StoreAsync`. The in-flight write is unchanged. Simulation and the configured input frequency are unchanged; the paired build remains at 30 Hz until a separate device trial establishes a benefit at 60 Hz. Every frame from both packets survives in the merged history. Overlapping masks must agree, ranges cannot move backwards or leave a gap, and the union cannot exceed the receiver's existing 20-frame limit (`NET_REDUNDANCY * 2`). Newest acknowledgement, simulation-frame, lead, timestamp and echo fields remain verbatim. Hashes, controls, unknown extensions, different session origins and malformed/unrecognized packets remain FIFO barriers. Queue capacity stays 32; a full queue may accept an input only by safely merging its tail. This does not change existing socket-error recovery or retry semantics. `xbox/runtime/tests/net_send_queue_contract.cpp` checks parsing boundaries, both JSON field orders, conflicting overlaps, gaps, session changes, barriers, maximum packet size, queue capacity, and complete frame preservation through a 100-packet burst. It passes with C++17, AddressSanitizer and UndefinedBehaviorSanitizer. The Windows native preflight also compiles and runs it. A deterministic 30-second simulation with 60 Hz input and a 25 ms serialized writer produced these results: | Queue | Maximum queued packets | Rejected packets | Mean newest-input age at completion | | --- | ---: | ---: | ---: | | Previous FIFO | 32 | 568 | 789.4 ms | | Complete-history merge | 1 | 0 | 37.2 ms | These are synthetic results. They do not establish Xbox RTT, game FPS, or improved performance on the current LAN. Native package **1.0.0.44** passed Windows preflight, GDK and UWP builds (AppVeyor 1.0.462) and was installed with shared game v169, photographic assets and the LAN relay verified. A matched device profile is still required before raising the configured 30 Hz send frequency.