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Ah no.
The ideal solution will be to use a single framebuffer when one is required and not 50. First it will fix the rendering, and then it would cut down memory requirement.
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MGS3 creates 70 framebuffer to emulate an effect. At native it is close of 400MB. I think GT4 has potentially a higher resolutions, so it likely creates more frame buffers for the same effects. I called this effect the top left corner bug. Strangely you can see a rectangle in your screenshot. So it is likely the same issue. If I can fix it, it would solve various issues
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I think it depends on CRC level too. If you skip the bad draw call, the frame buffer won't be allocated.
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Anyway, I'm currently searching some solution to emulate the left-corner post-processing effect properly (except if the game uses another post-processing effect). It would normally fix the rendering and the RAM/VRAM spike on various games. But you need to be patient, it isn't an easy task.