Yeah, I was using it for debugging but didn't hook it up anywhere.  After writing it felt like a waste to delete it... I was using it to try to figure out the Popolocrois issue (and also figured it'd be handy for building tests on weird issues like those missing trees.)

The compact version is a good idea, since it's pretty wide.

Hmm, I'll have to check again.  I see what you mean, though.  I don't think it's usually that hot, but it may be a few percent in some games, and saving some percent is not bad.

That said, it seems like (on Windows with my card and driver, anyway), any game that sends a ton of vertices (usually rectangles) will be limited by the video driver (software) in performance, not by the vertex decoder.  And the larger vertices are more likely to get cached.  At least Tales of Eternia and Popolocrois max out the emu thread at < 50%, and have another thread running nvogl32 stuff maxed out.  Not as sure about mobile.

-[Unknown]