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ARMSX2/bin
Brian Degenhardt b9504ac752 GameDB: enable render-pass coalescing for Dirge of Cerberus
Dirge alternates 1:1 between a colour target and a mask target for most of the
frame, which is the exact pattern the scheduler exists for. On a four-frame
capture it takes the frame from 8035 render passes to 523, with every frame hash
identical to the unscheduled path, and on an Adreno 650 handheld the difference
is plainly visible.

All six regional serials get it. This goes in the mobile overlay rather than the
canonical GameIndex, because it is worth nothing on a desktop GPU where a pass
boundary is cheap - the overlay ships on Android, iOS and ARM64 Linux handhelds,
which is exactly the set of targets that pay for tile load and store.
2026-07-25 18:17:24 -07:00
..
2026-03-26 16:04:49 -04:00
2025-01-04 17:17:39 -05:00