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Rogue Galaxy is the slowest title we track on handhelds and users report it as such. Turning autoFlush off is the largest lever we have found for it: render passes -38%, texture copies -74%. On the Adreno 610, which has no headroom, that is -1.82 ms/frame and +2.6 fps. On the Adreno 650 it is -1.67 ms banked as headroom, both arms already at 100% speed. This is not free and should not be recorded as if it were. The software renderer, an exact per-pixel GS model and an independent oracle here because AutoFlushSW is a separate setting, scores level 0 3.4x further from truth than level 2 on the contested pixels (mean error 9.436 vs 2.808; level 2 is closer on 17312 of 22424). What degrades is the light a lamp contributes to nearby lit surfaces, so chests, blades and floors read slightly bright and warm. The glow cones themselves are pixel-identical. It is taken because the error is imperceptible in practice: bounded at 21-23/255 in all three captured scenes, diffuse rather than a missing object, and four independent side-by-side looks at 1:1 failed to distinguish the two. Revert to level 1 -- not 2 -- if anyone reports a regression: level 1 is pixel- and cost-identical to 2 on Rogue Galaxy at 1x, 3x and 6x, and since 381bc41ded it is also worth -5.8% of GS-thread cycles because it moves the game's non-sprite prims onto the direct vertex kick. Level 2 buys nothing measurable over level 1 here. Seven serials, which is every Rogue Galaxy entry the overlay carries. The Korean release is SCKA-30005 and upstream gives it no gsHWFixes at all, so it is absent here too rather than newly missed. ⚠ SLKA-25372 is Black, not Rogue Galaxy -- it is Criterion's Burnout engine, which is why it carries OI_BurnoutGames. An earlier working copy had it in the Rogue Galaxy set and flipped it to 0; it stays at 2.