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Windowing is used per layer and in the final compositing. Currently only the latter is HD. This discrepancy is the most likely source of the artifacts.
I'll look into this when some windowing related optimizations are done.
There are sometimes pixels around HDMA assets. I have currently seen this in two games:
Super Mario World:
![SMWincorrect](https://user-images.githubusercontent.com/14850864/71759640-187fb100-2e7e-11ea-8e95-ac1cb9364c66.png)
![SuperProbotectorincorrect](https://user-images.githubusercontent.com/14850864/71759648-2e8d7180-2e7e-11ea-9948-ab1e7a93fb51.png)
Super Probotector: Alien Rebels:
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