Another commenter said exactly the same thing about texture size, so I think you&#x27;ve pretty much nailed it.<p>The native build sadly didn&#x27;t fix much; Electron === Chrome at this level of the stack pretty much. Thanks for taking the time to build it though :)<p>Incidentally, I tested the 32-bit build on my T43, and also tried the x64 build on my ever so slightly newer T60; both seem to have exactly the same issue: I&#x27;m getting pages and pages of<p><pre><code>  r300: CS space validation failed. (not enough memory?) Skipping rendering.
</code></pre>
on <i>both</i> machines&#x27; stdouts when I run .&#x2F;solitaire. One uses (as I mentioned) an ATI X300, the other an X1400.<p>Behold what 2005-2007 had to offer...! xD<p>The T43 says:<p><pre><code>  radeon 0000:01:00.0: VRAM: 128M 0x00000000C0000000 - 0x00000000C7FFFFFF (64M used)
  radeon 0000:01:00.0: GTT: 512M 0x00000000A0000000 - 0x00000000BFFFFFFF
  [drm] Detected VRAM RAM=128M, BAR=128M
  [drm] RAM width 64bits DDR
  [TTM] Zone  kernel: Available graphics memory: 440758 kiB
  [TTM] Zone highmem: Available graphics memory: 509818 kiB
  [drm] radeon: 64M of VRAM memory ready
  [drm] radeon: 512M of GTT memory ready.
  [drm] PCIE GART of 512M enabled (table at 0x00000000C0040000).
</code></pre>
And the T60 says:<p><pre><code>  radeon 0000:01:00.0: VRAM: 128M 0x0000000000000000 - 0x0000000007FFFFFF (128M used)
  radeon 0000:01:00.0: GTT: 512M 0x0000000008000000 - 0x0000000027FFFFFF
  [drm] Detected VRAM RAM=128M, BAR=128M
  [drm] RAM width 128bits DDR
  [TTM] Zone  kernel: Available graphics memory: 1534580 kiB
  [drm] radeon: 128M of VRAM memory ready
  [drm] radeon: 512M of GTT memory ready.
  [drm] PCIE GART of 512M enabled (table at 0x0000000000040000).
</code></pre>
Can confirm, am firmly entrenched in old-hardware club. Ah well.<p>I&#x27;ll try and check back here to see if you&#x27;ve thought of anything else; my email&#x27;s in my profile.<p>For a few years now Google has had a little canvas benchmark in search results pages to figure out whether to enable endless scrolling. The game might springboard off of a technique like that to decide whether or not to use lower-resolution textures. (IMO, I&#x27;d target the detected screen resolution myself, I think that&#x27;d work...?)