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9   by drivers that want to be compliant.
22 built-ins (specifically gl_VertexID), which causes the vertex shaders to fail
23 to compile.
46 (version 1 to 4 : "1:4") -->
308 <!-- This makes it use GL_NVX_gpu_memory_info to query memory info
463 <application name="7 Days To Die (64-bit)" executable="7DaysToDie.x86_64">
466 <application name="7 Days To Die (32-bit)" executable="7DaysToDie.x86">
470 <!-- Emulator tends to have a high CPU load for GPU emulation, so separating the driver overhead yield an improvement. -->
651 non-specified OpenGL behavior (expecting texture names to be
652 small enough to fit in the static array).
701 <!-- vmwgfx doesn't like full buffer swaps and can't sync to vertical retraces.-->
764 <application name="7 Days to Die" executable="7DaysToDie.x86_64">
767 <application name="7 Days to Die" executable="7DaysToDie.x86">
903 <!-- Note: asphalt8's allowlist seems to not have been updated recently
904 enough to be aware of "Adreno (TM) 618", but we seem to otherwise
905 have enough headroom to opt into the higher settings. (Conversely
906 the allowlist seems to allow G72-MP3 into the higher tier, despite
907 not being able to maintain fps.. possibly it is not properly
909 going to use that to justify claiming to be a618's *slightly*
921 is below 45% utilization (mostly closer to 40%). If I claim to
925 starting to approach the limit. I'll stick with a630 to be