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A draw with vertices beyond the near or far plane went through the software transform unless the GPU had both clip and cull distances. When the viewport's near and far planes both fall on min/max Z, and those are inside 0..65535, the min/max clip planes clip exactly where the GE does, and also take away what's beyond the far plane: no need for cull distances or the CPU. On Mac Vulkan, Metal Gear Solid: Peace Walker's six dumps go from 15.3k px off the PSP to 10.4k, and Call of Duty: Roads to Victory from 10.0k to 8.9k. viewportNearPlaneMatchesOutput was never set back to false. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>