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The GE samples through its texture cache, so a primitive that textures from its own render target mostly reads the old contents (geprobe exp81, exp159, exp160). Give each such primitive a snapshot, refreshing only the rows the previous one drew. 3rd Birthday (ULUS10567) bloom becomes exact on PSP replays, Burnout Dominator's glare 93% -> 98% and Ridge Racer's blur 40% -> 94% of pixels. The remaining differences are rows where the cache's lazily loaded 8-row blocks already see the primitive's own writes. 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.