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The four clip space rows of a vertex, the texture matrix's three, the world normal's three, the vector to a light, and each row of the combined matrix now take one GERowSum4 call. Same results (pspautotests, frametests and the probe regression set unchanged). GERowSum4 scales its result by adding to the exponent instead of multiplying, and CrossSIMD gets a Vec4S32::Max for the largest lsb. About 68 M transforms/s against 26 for four scalar GERowSums on an M1 (a pure NEON version with per-lane shifts did about 79); replaying the frametest dumps gets only about 1% faster, up to 11% on Taiko no Tatsujin. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>