The game copies its precomputed sky scattering tables (System/KSys/sky.skybin) into CPU-cached pools and flushes them; the host made the 256x32x16 3D table a GPU texture of zeros, so the sky came out brownish grey. nvnMemoryPoolFlushMappedRange now records the flushed ranges (nvn_flushed in hle_nvn.c), and tex_init_fill fills a new GPU texture from such storage once, as it did for CPU_NO_ACCESS pools. DM_NVN_FLUSH_FILL=0 turns it off; t_nvn covers the range bookkeeping.