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Compat: Depth rounding for Test Drive Unlimited and Coded Arms
Test Drive Unlimited's map (#12786) needs the GE's vertex depth precision, which VertexDepthRounding now enables. Coded Arms (#21391) draws decals on the floor grates that need 16-bit depth compares: against a PSP replay of the frame dump, the Vulkan render goes from MSE 3244 to 70. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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@@ -91,6 +91,11 @@ ULJS00242 = true
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ULES00642 = true
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ULUS10298 = true
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# Test Drive Unlimited: the map (#12786) needs the GE's depth precision.
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ULUS10249 = true
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ULES00637 = true
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ULET00386 = true
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[PixelDepthRounding]
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# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites)
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@@ -143,6 +148,12 @@ NPJH50625 = true
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# Kidou Keisatsu
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ULJS00026 = true
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# Coded Arms: garbage around the floor grates, #21391. The decals need 16-bit depth compares.
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ULUS10019 = true
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ULES00124 = true
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ULAS42009 = true
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ULJM05024 = true
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[ClearToRAM]
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# SOCOM Navy Seals games require this. See issue #8973.
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# Navy Seals : Tactical Strike
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