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Every tile a triangle touches sets it up again, so larger tiles do less of that. The tile size is now picked at startup, as large as it can be with at least sixteen tiles per thread over the screen. With fewer, a scene whose drawing is concentrated on part of the screen leaves threads idle: on eight threads, 128x32 tiles (four per thread) took LocoRoco a third longer than 64x16, and God of War 5% longer. So eight threads keep 64x16, and four or fewer get larger tiles. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.