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The GE counts a vertex as outside when |z| > w, comparing the float24 clip coordinates without dividing, and culls a primitive only when all its vertices are outside, with depth clamp on or off. Points were never culled, and lines, triangles and rectangles were culled on a single outside vertex with clamp off. Measured with gpu/probe for every primitive type, both clamp modes and a range of w. 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.