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The current tracing method is rather hacky and only works sporadically. It's quite invasive and conflicts with D3D register usage. It's also slow.
There's a couple of other solutions, which should be discussed here (See #8 ). Furthermore, the current algorithm should be documented / explained.
The text was updated successfully, but these errors were encountered:
See #40
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The current tracing method is rather hacky and only works sporadically. It's quite invasive and conflicts with D3D register usage. It's also slow.
There's a couple of other solutions, which should be discussed here (See #8 ).
Furthermore, the current algorithm should be documented / explained.
The text was updated successfully, but these errors were encountered: