It breaks or just makes things look terrible in these games, so no
reason to allow it.
An alternative for this would be to remove the option entirely, and only
use it though the ForceLowerResolutionForEffectsOn flag instead.
Seems the game might not handle the case of confirm button being set to
cross properly, so force it to circle if this game is running.
Fixes#15663 (hopefully..)
* OpenXR - Compat GTA games
* OpenXR - Compat 0-9 games
* OpenXR - Compat A games
* OpenXR - Compat B games part 1
* OpenXR - Compat B games part 2
* OpenXR - Compat C games part 1
* OpenXR - Compat C games part 2
* OpenXR - Compat D games
* OpenXR - Compat E games
* OpenXR - Compat F games
* OpenXR - Compat G games
* OpenXR - Compat H games
* OpenXR - Compat I games
* OpenXR - Compat J games
* OpenXR - Compat K games
* OpenXR - Compat L games
* OpenXR - Compat M games
* OpenXR - Compat N games
* OpenXR - Compat P games
* OpenXR - Compat R games
* OpenXR - Compat S games
* OpenXR - Compat T games
* OpenXR - Compat U games
* OpenXR - Compat V games
* OpenXR - Compat W games
* OpenXR - Compat games sorting out part 1
* OpenXR - Compat games sorting out part 2
* OpenXR - Compat games sorting out part 3
* OpenXR - Compat games sorting out part 4
* OpenXR - Compat games sorting out part 5
* OpenXR - Compat games sorting out part 6
* OpenXR - Compat list description
* OpenXR - Support getting compatvr.ini from filesystem
Solves the last problem with the speedometers - so we can finally say: Fixes#8509
Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts. We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.
(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
This compat flag should be temporary until we've implemented
a readback-free path for CLUTs from framebuffers, both when texturing
from static textures and other framebuffers.
Could probably also be fixed by changing the heuristic a bit, but since
we're in heuristic land anyway and close to a release, I feel this is
the safest option.
Also sneaks in a logspam reduction
This is used by several games to render to the alpha channel of RGBA4444
images, which cannot normally be done directly on the PSP.
Can be used as a far more efficient replacement for
ReinterpretFramebuffers/ShaderColorBitmask