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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.