Yes, I would, namely due to the speed tweaks. The main changes this one has over the last one are:
* Tweaks to the texture copying based on info from NVIDIA on optimal texture formats
* Much more aggressive compiler optimizations (basically, the optimizations are turned right up on full speed optimizations, with threading/fiber optimizations, as well as link-time code generation [excludes PGO unfortunately, didnt have time to profile it].)
* Changed the wrapper to use a multithreaded runtime DLL
This is still based on ziggy's latest public code. Its true that accuracy is better with FBOs off, but personally, the main difference with it is with Resident Evil 2 (and there is no simple way to write into the depth buffer using framebuffer objects. Ziggy's method overcomes this,).
Basically, no sacrifices are made. No tex cache changes are made, which means memory usage should be fine and it should fluctuate and not leak at all, since I didn't touch the texture caching code at all.