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Brian Degenhardt bf65e8604b GameDB: drop autoFlush on Rogue Galaxy — a deliberate speed/accuracy trade
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.
2026-07-30 21:55:58 -07:00
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