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Measured on hardware (gpu/depth/transformprecision, gpu/depth/precision): clip Z and W come out of the combined matrix as float24s, z/w uses the GE's reciprocal, which linearly interpolates 128 table segments and isn't quite 1/w, and the viewport's z * scale + center adds without guard bits: the smaller term is truncated to the precision of the larger one. Fixes the Test Drive Unlimited map (#12786) and the missing background in Fuuun Shinsengumi Bakumatsuden (from #16131), where vertices land right at the minimum depth. 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.