docs: document Windows Dozen driver workaround
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@ -128,6 +128,15 @@ Games ask for the console's language with `sceSystemServiceParamGetInt` and show
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The game runs on the first Vulkan 1.1 device with graphics and compute queues and swapchain presentation, preferring a discrete GPU over an integrated one. Set `ANYPS5_GPU` to a part of a device name, compared without regard to case, to run on another device; the names are printed at start-up in the `Physical device candidate` lines. When no usable device contains the text, the start fails and the error lists the device names.
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On Windows, the OpenCL, OpenGL, and Vulkan Compatibility Pack can install Mesa Dozen, which exposes D3D12 devices through Vulkan. Some D3D12 drivers can crash while the Vulkan loader enumerates adapters, even when AnyPS5 would select a native Vulkan device. If this happens and the system has another Vulkan driver, disable Dozen for the current PowerShell session before launching AnyPS5:
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```powershell
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$env:VK_LOADER_DRIVERS_DISABLE = '*dzn*'
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.\app.exe
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```
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Do not disable Dozen if it is the only Vulkan driver available; the application would have no device to use. `VK_LOADER_DRIVERS_DISABLE` matches Vulkan driver manifest filenames and requires a Vulkan loader built with headers 1.3.234 or later ([loader documentation](https://github.com/KhronosGroup/Vulkan-Loader/blob/main/docs/LoaderInterfaceArchitecture.md#filter-environment-variables)).
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### Storing GPU results at each flip
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GPU results in storage images and render targets stay on the GPU until something reads their memory. A title that frees such an image after waiting for its GPU work and reuses the memory can have its new data overwritten when the results are stored later ([TechnicalDebt](../dev/TechnicalDebt.md)). `APS5_STORE_AT_FLIP=1` stores every pending result when a display buffer is flipped, at the cost of one write-back per pending image and frame. Any other value stops the title at its first flip.
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