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[video] pgxp_seam = "off" | "fine" | "wide" (default off; PSX_PGXP_SEAM, PSX_PGXP_SEAM_PX). Above 1x, a vertex that sits on a neighbour's edge only to the PS1's precision leaves a hairline crack. Opaque 3D triangles move each edge outward (mitred, limited at sharp corners): fine = 1 output px, wide = half a native px; UVs, colour, q and SZ extrapolate with the barycentric coordinates of the new corners so textures do not slide. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>