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The fallback set the rasterizer's Z to a constant so nothing would clip, which lost the clipping at the PSP's near plane too. Hardware depth clamp loses it the same way, which the vertex shader can only make up for with a clip plane. Give the rasterizer (z + w) / 65536 instead: 0 at the near plane, so it clips there, and past w only beyond 65535 * w. And without clip distances, use the fragment fallback instead of hardware depth clamp. With --disable-gpu-features for all three on the Mac, the framedumps set now differs from the full render by 15570 px instead of 184229 (WALL-E, Hokuto no Ken, Frontier Gate, FF Zero). The full render doesn't change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>