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[video] frame_generation_method = "redraw" (default) | "reprojection", PSX_FRAME_GEN_METHOD overrides; replaces frame_generation_redraw. - Redraw runs and allocates nothing of reprojection: no snapshots, depth image, programs, HUD matching; the cost-spike clamp and the dynamic resolution load formula apply to reprojection only. Switching to redraw or turning Smooth motion off frees what reprojection held. - Uniform locations and PSX_RP_DEBUG/PSX_RP_NOPREV are read once with the programs. - Each method gets its own breaker settings, set again on a switch; frame_gen_hold takes a kind (step down / over budget), not a string. - The warp's depth is cleared before the cars are drawn (PGXP depth tested them LEQUAL against it). - The warp restores the renderer's texture bindings on units 1 and 2 and never leaves a sampler on texture 0. - gl_frame_gen_test: redraw asserts nothing of reprojection ran or was allocated (its phase 0.5 digest matches master's); reprojection runs check the warp's pixels on a parallax pan (vs the redraw of the pair, no holes, HUD exact), real frames unchanged, and no warp depth with PGXP. - FRAME_GENERATION.md: the key, the default, reprojection and its R4-tuned object rules. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>