Silent
Silent
NASCAR Heat 2002 is notorious for those too. Happens only in Hardware regardless of scaling, enabling mipmapping doesn't fix it. 
While optimizations are probably safe, I would not exactly trust blindly setting /fp:fast in a project like this. Unless it's set to such already?
I can't see SDL implementing this API extension anytime soon though.
The way I understood this was that it would be nice to take screenshot at an **internal** resolution, so 640x480 when running at 1x scaling and then appropriately upscaled if...
> Isn't _direct forceful rendering to window_ the same thing @CookiePLMonster faced with SilentPatchGF? Seemingly not, as this doesn't seem to involve DirectDraw. It can be similar, however.
> How did you solve the issue with SilentPatchGF? I ended up leveraging my RenderWare knowledge and writing a game specific hook for it as described in detail here: https://cookieplmonster.github.io/2018/05/18/fixing-the-godfather/
Same about `IDirect3D9` and `IDirect3DDevice9`, which I think are in the cache too - but worst case, the lookup cache could be kept only for those and not the other...
Ouch, I wasn't aware that **this** is the reason, in which case the lookup table is probably okay - alternately, both could be used in conjunction so the lookup table...
> We could then put the released interface on a list to be deleted once the root device is removed. Sounds good to me! It's only a matter of passing...
Tested on https://github.com/xenia-project/xenia/commit/5558c8aafefffca68ada82d3d7a389ac8fcedde6 # Issues: Goes in-game on master, collisions now work and random crashes are gone. Terrain rendering still broken, but that doesn't seem to affect playability. # Screenshot(s):...