@ -4208,6 +4208,121 @@ void FullscreenUI::DrawDisplaySettingsPage()
OpenChoiceDialog ( FSUI_ICONSTR ( ICON_FA_TV , " GPU Adapter " ) , false , std : : move ( options ) , std : : move ( callback ) ) ;
}
const bool true_color_enabled = ( is_hardware & & GetEffectiveBoolSetting ( bsi , " GPU " , " TrueColor " , false ) ) ;
const bool pgxp_enabled = ( is_hardware & & GetEffectiveBoolSetting ( bsi , " GPU " , " PGXPEnable " , false ) ) ;
const bool texture_correction_enabled =
( pgxp_enabled & & GetEffectiveBoolSetting ( bsi , " GPU " , " PGXPTextureCorrection " , true ) ) ;
MenuHeading ( FSUI_CSTR ( " Rendering " ) ) ;
if ( is_hardware )
{
DrawIntListSetting (
bsi , FSUI_CSTR ( " Internal Resolution " ) ,
FSUI_CSTR ( " Scales internal VRAM resolution by the specified multiplier. Some games require 1x VRAM resolution. " ) ,
" GPU " , " ResolutionScale " , 1 , resolution_scales . data ( ) , resolution_scales . size ( ) , true , 0 ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Downsampling " ) ,
FSUI_CSTR ( " Downsamples the rendered image prior to displaying it. Can improve "
" overall image quality in mixed 2D/3D games. " ) ,
" GPU " , " DownsampleMode " , Settings : : DEFAULT_GPU_DOWNSAMPLE_MODE , & Settings : : ParseDownsampleModeName ,
& Settings : : GetDownsampleModeName , & Settings : : GetDownsampleModeDisplayName , GPUDownsampleMode : : Count ,
( renderer ! = GPURenderer : : Software ) ) ;
if ( Settings : : ParseDownsampleModeName (
GetEffectiveTinyStringSetting ( bsi , " GPU " , " DownsampleMode " ,
Settings : : GetDownsampleModeName ( Settings : : DEFAULT_GPU_DOWNSAMPLE_MODE ) )
. c_str ( ) )
. value_or ( Settings : : DEFAULT_GPU_DOWNSAMPLE_MODE ) = = GPUDownsampleMode : : Box )
{
DrawIntRangeSetting ( bsi , FSUI_CSTR ( " Downsampling Display Scale " ) ,
FSUI_CSTR ( " Selects the resolution scale that will be applied to the final image. 1x will "
" downsample to the original console resolution. " ) ,
" GPU " , " DownsampleScale " , 1 , 1 , GPU : : MAX_RESOLUTION_SCALE , " %dx " ) ;
}
DrawEnumSetting ( bsi , FSUI_CSTR ( " Texture Filtering " ) ,
FSUI_CSTR ( " Smooths out the blockiness of magnified textures on 3D objects. " ) , " GPU " ,
" TextureFilter " , Settings : : DEFAULT_GPU_TEXTURE_FILTER , & Settings : : ParseTextureFilterName ,
& Settings : : GetTextureFilterName , & Settings : : GetTextureFilterDisplayName , GPUTextureFilter : : Count ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Sprite Texture Filtering " ) ,
FSUI_CSTR ( " Smooths out the blockiness of magnified textures on 2D objects. " ) , " GPU " ,
" SpriteTextureFilter " , Settings : : DEFAULT_GPU_TEXTURE_FILTER , & Settings : : ParseTextureFilterName ,
& Settings : : GetTextureFilterName , & Settings : : GetTextureFilterDisplayName , GPUTextureFilter : : Count ) ;
}
DrawEnumSetting ( bsi , FSUI_CSTR ( " Aspect Ratio " ) ,
FSUI_CSTR ( " Changes the aspect ratio used to display the console's output to the screen. " ) , " Display " ,
" AspectRatio " , Settings : : DEFAULT_DISPLAY_ASPECT_RATIO , & Settings : : ParseDisplayAspectRatio ,
& Settings : : GetDisplayAspectRatioName , & Settings : : GetDisplayAspectRatioDisplayName ,
DisplayAspectRatio : : Count ) ;
DrawEnumSetting (
bsi , FSUI_CSTR ( " Deinterlacing Mode " ) ,
FSUI_CSTR (
" Determines which algorithm is used to convert interlaced frames to progressive for display on your system. " ) ,
" Display " , " DeinterlacingMode " , Settings : : DEFAULT_DISPLAY_DEINTERLACING_MODE ,
& Settings : : ParseDisplayDeinterlacingMode , & Settings : : GetDisplayDeinterlacingModeName ,
& Settings : : GetDisplayDeinterlacingModeDisplayName , DisplayDeinterlacingMode : : Count ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Crop Mode " ) ,
FSUI_CSTR ( " Determines how much of the area typically not visible on a consumer TV set to crop/hide. " ) ,
" Display " , " CropMode " , Settings : : DEFAULT_DISPLAY_CROP_MODE , & Settings : : ParseDisplayCropMode ,
& Settings : : GetDisplayCropModeName , & Settings : : GetDisplayCropModeDisplayName , DisplayCropMode : : Count ) ;
DrawEnumSetting (
bsi , FSUI_CSTR ( " Scaling " ) ,
FSUI_CSTR ( " Determines how the emulated console's output is upscaled or downscaled to your monitor's resolution. " ) ,
" Display " , " Scaling " , Settings : : DEFAULT_DISPLAY_SCALING , & Settings : : ParseDisplayScaling ,
& Settings : : GetDisplayScalingName , & Settings : : GetDisplayScalingDisplayName , DisplayScalingMode : : Count ) ;
if ( is_hardware )
{
DrawToggleSetting ( bsi , FSUI_CSTR ( " True Color Rendering " ) ,
FSUI_CSTR ( " Disables dithering and uses the full 8 bits per channel of color information. " ) , " GPU " ,
" TrueColor " , true ) ;
}
DrawToggleSetting ( bsi , FSUI_CSTR ( " Widescreen Rendering " ) ,
FSUI_CSTR ( " Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games. " ) ,
" GPU " , " WidescreenHack " , false ) ;
if ( is_hardware )
{
DrawToggleSetting (
bsi , FSUI_CSTR ( " PGXP Geometry Correction " ) ,
FSUI_CSTR ( " Reduces \" wobbly \" polygons by attempting to preserve the fractional component through memory "
" transfers. " ) ,
" GPU " , " PGXPEnable " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " PGXP Depth Buffer " ) ,
FSUI_CSTR ( " Reduces polygon Z-fighting through depth testing. Low compatibility with games. " ) ,
" GPU " , " PGXPDepthBuffer " , false , pgxp_enabled & & texture_correction_enabled ) ;
}
DrawToggleSetting (
bsi , FSUI_CSTR ( " Force 4:3 For FMVs " ) ,
FSUI_CSTR ( " Switches back to 4:3 display aspect ratio when displaying 24-bit content, usually FMVs. " ) , " Display " ,
" Force4_3For24Bit " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " FMV Chroma Smoothing " ) ,
FSUI_CSTR ( " Smooths out blockyness between colour transitions in 24-bit content, usually FMVs. " ) ,
" GPU " , " ChromaSmoothing24Bit " , false ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Disable Interlacing " ) ,
FSUI_CSTR ( " Disables interlaced rendering and display in the GPU. Some games can render in 480p this way, "
" but others will break. " ) ,
" GPU " , " DisableInterlacing " , true ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Force NTSC Timings " ) ,
FSUI_CSTR ( " Forces PAL games to run at NTSC timings, i.e. 60hz. Some PAL games will run at their \" normal \" "
" speeds, while others will break. " ) ,
" GPU " , " ForceNTSCTimings " , false ) ;
MenuHeading ( FSUI_CSTR ( " Advanced " ) ) ;
std : : optional < SmallString > strvalue = bsi - > GetOptionalSmallStringValue (
" GPU " , " FullscreenMode " , game_settings ? std : : nullopt : std : : optional < const char * > ( " " ) ) ;
@ -4272,6 +4387,68 @@ void FullscreenUI::DrawDisplaySettingsPage()
OpenChoiceDialog ( FSUI_ICONSTR ( ICON_FA_TV , " Fullscreen Resolution " ) , false , std : : move ( options ) , std : : move ( callback ) ) ;
}
DrawEnumSetting ( bsi , FSUI_CSTR ( " Screen Position " ) ,
FSUI_CSTR ( " Determines the position on the screen when black borders must be added. " ) , " Display " ,
" Alignment " , Settings : : DEFAULT_DISPLAY_ALIGNMENT , & Settings : : ParseDisplayAlignment ,
& Settings : : GetDisplayAlignmentName , & Settings : : GetDisplayAlignmentDisplayName ,
DisplayAlignment : : Count ) ;
if ( is_hardware )
{
DrawEnumSetting ( bsi , FSUI_CSTR ( " Line Detection " ) ,
FSUI_CSTR ( " Attempts to detect one pixel high/wide lines that rely on non-upscaled rasterization "
" behavior, filling in gaps introduced by upscaling. " ) ,
" GPU " , " LineDetectMode " , Settings : : DEFAULT_GPU_LINE_DETECT_MODE , & Settings : : ParseLineDetectModeName ,
& Settings : : GetLineDetectModeName , & Settings : : GetLineDetectModeDisplayName , GPULineDetectMode : : Count ,
resolution_scale > 1 ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " True Color Debanding " ) ,
FSUI_CSTR ( " Applies modern dithering techniques to further smooth out gradients when true color is enabled. " ) ,
" GPU " , " Debanding " , false , true_color_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Scaled Dithering " ) ,
FSUI_CSTR ( " Scales the dithering pattern with the internal rendering resolution, making it less noticeable. "
" Usually safe to enable. " ) ,
" GPU " , " ScaledDithering " , true , ! true_color_enabled ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Accurate Blending " ) ,
FSUI_CSTR ( " Forces blending to be done in the shader at 16-bit precision, when not using true "
" color. Non-trivial performance impact, and unnecessary for most games. " ) ,
" GPU " , " AccurateBlending " , false , ! true_color_enabled ) ;
const GPUTextureFilter texture_filtering =
Settings : : ParseTextureFilterName (
GetEffectiveTinyStringSetting ( bsi , " GPU " , " TextureFilter " ,
Settings : : GetTextureFilterName ( Settings : : DEFAULT_GPU_TEXTURE_FILTER ) ) )
. value_or ( Settings : : DEFAULT_GPU_TEXTURE_FILTER ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Round Upscaled Texture Coordinates " ) ,
FSUI_CSTR ( " Rounds texture coordinates instead of flooring when upscaling. Can fix misaligned "
" textures in some games, but break others, and is incompatible with texture filtering. " ) ,
" GPU " , " ForceRoundTextureCoordinates " , false ,
resolution_scale > 1 & & texture_filtering = = GPUTextureFilter : : Nearest ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Use Software Renderer For Readbacks " ) ,
FSUI_CSTR ( " Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result "
" in greater performance. " ) ,
" GPU " , " UseSoftwareRendererForReadbacks " , false ) ;
}
DrawToggleSetting (
bsi , FSUI_CSTR ( " Stretch Display Vertically " ) ,
FSUI_CSTR ( " Stretches the display to match the aspect ratio by multiplying vertically instead of horizontally. " ) ,
" Display " , " StretchVertically " , false ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Disable Mailbox Presentation " ) ,
FSUI_CSTR ( " Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. "
" Usually results in worse frame pacing. " ) ,
" Display " , " DisableMailboxPresentation " , false ) ;
switch ( renderer )
{
# ifdef _WIN32
@ -4307,116 +4484,53 @@ void FullscreenUI::DrawDisplaySettingsPage()
break ;
}
DrawToggleSetting (
bsi , FSUI_CSTR ( " Disable Mailbox Presentation " ) ,
FSUI_CSTR ( " Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. "
" Usually results in worse frame pacing. " ) ,
" Display " , " DisableMailboxPresentation " , false ) ;
if ( renderer ! = GPURenderer : : Software )
if ( is_hardware & & pgxp_enabled )
{
DrawToggleSetting (
bsi , FSUI_CSTR ( " Use Software Renderer For Readbacks " ) ,
FSUI_CSTR ( " Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result "
" in greater performance. " ) ,
" GPU " , " UseSoftwareRendererForReadbacks " , false ) ;
}
if ( is_hardware )
{
MenuHeading ( FSUI_CSTR ( " Rendering " ) ) ;
DrawIntListSetting (
bsi , FSUI_CSTR ( " Internal Resolution " ) ,
FSUI_CSTR ( " Scales internal VRAM resolution by the specified multiplier. Some games require 1x VRAM resolution. " ) ,
" GPU " , " ResolutionScale " , 1 , resolution_scales . data ( ) , resolution_scales . size ( ) , true , 0 ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Texture Filtering " ) ,
FSUI_CSTR ( " Smooths out the blockiness of magnified textures on 3D objects. " ) , " GPU " ,
" TextureFilter " , Settings : : DEFAULT_GPU_TEXTURE_FILTER , & Settings : : ParseTextureFilterName ,
& Settings : : GetTextureFilterName , & Settings : : GetTextureFilterDisplayName , GPUTextureFilter : : Count ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Sprite Texture Filtering " ) ,
FSUI_CSTR ( " Smooths out the blockiness of magnified textures on 2D objects. " ) , " GPU " ,
" SpriteTextureFilter " , Settings : : DEFAULT_GPU_TEXTURE_FILTER , & Settings : : ParseTextureFilterName ,
& Settings : : GetTextureFilterName , & Settings : : GetTextureFilterDisplayName , GPUTextureFilter : : Count ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Line Detection " ) ,
FSUI_CSTR ( " Attempts to detect one pixel high/wide lines that rely on non-upscaled rasterization "
" behavior, filling in gaps introduced by upscaling. " ) ,
" GPU " , " LineDetectMode " , Settings : : DEFAULT_GPU_LINE_DETECT_MODE , & Settings : : ParseLineDetectModeName ,
& Settings : : GetLineDetectModeName , & Settings : : GetLineDetectModeDisplayName , GPULineDetectMode : : Count ,
resolution_scale > 1 ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " True Color Rendering " ) ,
FSUI_CSTR ( " Disables dithering and uses the full 8 bits per channel of color information. " ) , " GPU " ,
" TrueColor " , true ) ;
MenuHeading ( FSUI_CSTR ( " PGXP (Precision Geometry Transform Pipeline) " ) ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " True Color Debanding " ) ,
FSUI_CSTR ( " Applies modern dithering techniques to further smooth out gradients when true color is enabled. " ) ,
" GPU " , " Debanding " , false , bsi - > GetBoolValue ( " GPU " , " TrueColor " , false ) ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Widescreen Hack " ) ,
FSUI_CSTR ( " Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games. " ) ,
" GPU " , " WidescreenHack " , false ) ;
bsi , FSUI_CSTR ( " Perspective Correct Textures " ) ,
FSUI_CSTR ( " Uses perspective-correct interpolation for texture coordinates, straightening out warped textures. " ) ,
" GPU " , " PGXPTextureCorrection " , true , pgxp_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " PGXP Geometry Correction " ) ,
FSUI_CSTR ( " Reduces \" wobbly \" polygons by attempting to preserve the fractional component through memory "
" transfers. " ) ,
" GPU " , " PGXPEnable " , false ) ;
}
bsi , FSUI_CSTR ( " Perspective Correct Colors " ) ,
FSUI_CSTR ( " Uses perspective-correct interpolation for colors, which can improve visuals in some games. " ) , " GPU " ,
" PGXPColorCorrection " , false , pgxp_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Culling Correction " ) ,
FSUI_CSTR ( " Increases the precision of polygon culling, reducing the number of holes in geometry. " ) , " GPU " ,
" PGXPCulling " , true , pgxp_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Preserve Projection Precision " ) ,
FSUI_CSTR ( " Adds additional precision to PGXP data post-projection. May improve visuals in some games. " ) , " GPU " ,
" PGXPPreserveProjFP " , false , pgxp_enabled ) ;
MenuHeading ( FSUI_CSTR ( " Screen Display " ) ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " CPU Mode " ) ,
FSUI_CSTR ( " Uses PGXP for all instructions, not just memory operations. " ) , " GPU " , " PGXPCPU " , false ,
pgxp_enabled ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Aspect Ratio " ) ,
FSUI_CSTR ( " Changes the aspect ratio used to display the console's output to the screen. " ) , " Display " ,
" AspectRatio " , Settings : : DEFAULT_DISPLAY_ASPECT_RATIO , & Settings : : ParseDisplayAspectRatio ,
& Settings : : GetDisplayAspectRatioName , & Settings : : GetDisplayAspectRatioDisplayName ,
DisplayAspectRatio : : Count ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Vertex Cache " ) ,
FSUI_CSTR ( " Uses screen positions to resolve PGXP data. May improve visuals in some games. " ) ,
" GPU " , " PGXPVertexCache " , pgxp_enabled ) ;
DrawEnumSetting (
bsi , FSUI_CSTR ( " Deinterlacing Mode " ) ,
FSUI_CSTR (
" Determines which algorithm is used to convert interlaced frames to progressive for display on your system. " ) ,
" Display " , " DeinterlacingMode " , Settings : : DEFAULT_DISPLAY_DEINTERLACING_MODE ,
& Settings : : ParseDisplayDeinterlacingMode , & Settings : : GetDisplayDeinterlacingModeName ,
& Settings : : GetDisplayDeinterlacingModeDisplayName , DisplayDeinterlacingMode : : Count ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Disable on 2D Polygons " ) ,
FSUI_CSTR ( " Uses native resolution coordinates for 2D polygons, instead of precise coordinates. Can "
" fix misaligned UI in some games, but otherwise should be left disabled. " ) ,
" GPU " , " PGXPDisableOn2DPolygons " , false , pgxp_enabled ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Crop Mode " ) ,
FSUI_CSTR ( " Determines how much of the area typically not visible on a consumer TV set to crop/hide. " ) ,
" Display " , " CropMode " , Settings : : DEFAULT_DISPLAY_CROP_MODE , & Settings : : ParseDisplayCropMode ,
& Settings : : GetDisplayCropModeName , & Settings : : GetDisplayCropModeDisplayName , DisplayCropMode : : Count ) ;
DrawFloatRangeSetting (
bsi , FSUI_CSTR ( " Geometry Tolerance " ) ,
FSUI_CSTR ( " Sets a threshold for discarding precise values when exceeded. May help with glitches in some games. " ) ,
" GPU " , " PGXPTolerance " , - 1.0f , - 1.0f , 10.0f , " %.1f " , pgxp_enabled ) ;
DrawEnumSetting (
bsi , FSUI_CSTR ( " Position " ) , FSUI_CSTR ( " Determines the position on the screen when black borders must be added. " ) ,
" Display " , " Alignment " , Settings : : DEFAULT_DISPLAY_ALIGNMENT , & Settings : : ParseDisplayAlignment ,
& Settings : : GetDisplayAlignmentName , & Settings : : GetDisplayAlignmentDisplayName , DisplayAlignment : : Count ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Downsampling " ) ,
FSUI_CSTR ( " Downsamples the rendered image prior to displaying it. Can improve "
" overall image quality in mixed 2D/3D games. " ) ,
" GPU " , " DownsampleMode " , Settings : : DEFAULT_GPU_DOWNSAMPLE_MODE , & Settings : : ParseDownsampleModeName ,
& Settings : : GetDownsampleModeName , & Settings : : GetDownsampleModeDisplayName , GPUDownsampleMode : : Count ,
( renderer ! = GPURenderer : : Software ) ) ;
if ( Settings : : ParseDownsampleModeName (
GetEffectiveTinyStringSetting ( bsi , " GPU " , " DownsampleMode " ,
Settings : : GetDownsampleModeName ( Settings : : DEFAULT_GPU_DOWNSAMPLE_MODE ) )
. c_str ( ) )
. value_or ( Settings : : DEFAULT_GPU_DOWNSAMPLE_MODE ) = = GPUDownsampleMode : : Box )
{
DrawIntRangeSetting ( bsi , FSUI_CSTR ( " Downsampling Display Scale " ) ,
FSUI_CSTR ( " Selects the resolution scale that will be applied to the final image. 1x will "
" downsample to the original console resolution. " ) ,
" GPU " , " DownsampleScale " , 1 , 1 , GPU : : MAX_RESOLUTION_SCALE , " %dx " ) ;
DrawFloatRangeSetting (
bsi , FSUI_CSTR ( " Depth Clear Threshold " ) ,
FSUI_CSTR ( " Sets a threshold for discarding the emulated depth buffer. May help in some games. " ) , " GPU " ,
" PGXPDepthBuffer " , Settings : : DEFAULT_GPU_PGXP_DEPTH_THRESHOLD , 0.0f , 4096.0f , " %.1f " , pgxp_enabled ) ;
}
DrawEnumSetting (
bsi , FSUI_CSTR ( " Scaling " ) ,
FSUI_CSTR ( " Determines how the emulated console's output is upscaled or downscaled to your monitor's resolution. " ) ,
" Display " , " Scaling " , Settings : : DEFAULT_DISPLAY_SCALING , & Settings : : ParseDisplayScaling ,
& Settings : : GetDisplayScalingName , & Settings : : GetDisplayScalingDisplayName , DisplayScalingMode : : Count ) ;
MenuHeading ( FSUI_CSTR ( " Capture " ) ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Screenshot Size " ) ,
FSUI_CSTR ( " Determines the size of screenshots created by DuckStation. " ) , " Display " , " ScreenshotMode " ,
@ -4432,82 +4546,25 @@ void FullscreenUI::DrawDisplaySettingsPage()
FSUI_CSTR ( " Selects the quality at which screenshots will be compressed. " ) , " Display " ,
" ScreenshotQuality " , Settings : : DEFAULT_DISPLAY_SCREENSHOT_QUALITY , 1 , 100 , " %d%% " ) ;
MenuHeading ( FSUI_CSTR ( " Enhancements " ) ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Disable Interlacing " ) ,
FSUI_CSTR ( " Disables interlaced rendering and display in the GPU. Some games can render in 480p this way, "
" but others will break. " ) ,
" GPU " , " DisableInterlacing " , true ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Force NTSC Timings " ) ,
FSUI_CSTR ( " Forces PAL games to run at NTSC timings, i.e. 60hz. Some PAL games will run at their \" normal \" "
" speeds, while others will break. " ) ,
" GPU " , " ForceNTSCTimings " , false ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Force 4:3 For 24-Bit Display " ) ,
FSUI_CSTR ( " Switches back to 4:3 display aspect ratio when displaying 24-bit content, usually FMVs. " ) , " Display " ,
" Force4_3For24Bit " , false ) ;
MenuHeading ( FSUI_CSTR ( " Texture Replacements " ) ) ;
if ( is_hardware )
{
const GPUTextureFilter texture_filtering =
Settings : : ParseTextureFilterName (
GetEffectiveTinyStringSetting ( bsi , " GPU " , " TextureFilter " ,
Settings : : GetTextureFilterName ( Settings : : DEFAULT_GPU_TEXTURE_FILTER ) ) )
. value_or ( Settings : : DEFAULT_GPU_TEXTURE_FILTER ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Enable VRAM Write Texture Replacement " ) ,
FSUI_CSTR ( " Enables the replacement of background textures in supported games. " ) ,
" TextureReplacements " , " EnableVRAMWriteReplacements " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Preload Replacement Textures " ) ,
FSUI_CSTR ( " Loads all replacement texture to RAM, reducing stuttering at runtime. " ) ,
" TextureReplacements " , " PreloadTextures " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Use Old MDEC Routines " ) ,
FSUI_CSTR ( " Enables the older, less accurate MDEC decoding routines. May be required for old "
" replacement backgrounds to match/load. " ) ,
" Hacks " , " UseOldMDECRoutines " , false ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Scaled Dithering " ) ,
FSUI_CSTR ( " Scales the dithering pattern with the internal rendering resolution, making it less noticeable. "
" Usually safe to enable. " ) ,
" GPU " , " ScaledDithering " , true , resolution_scale > 1 ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Chroma Smoothing For 24-Bit Display " ) ,
FSUI_CSTR ( " Smooths out blockyness between colour transitions in 24-bit content, usually FMVs. " ) ,
" GPU " , " ChromaSmoothing24Bit " , false ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Round Upscaled Texture Coordinates " ) ,
FSUI_CSTR ( " Rounds texture coordinates instead of flooring when upscaling. Can fix misaligned "
" textures in some games, but break others, and is incompatible with texture filtering. " ) ,
" GPU " , " ForceRoundTextureCoordinates " , false ,
resolution_scale > 1 & & texture_filtering = = GPUTextureFilter : : Nearest ) ;
MenuHeading ( FSUI_CSTR ( " PGXP (Precision Geometry Transform Pipeline) " ) ) ;
const bool pgxp_enabled = GetEffectiveBoolSetting ( bsi , " GPU " , " PGXPEnable " , false ) ;
const bool texture_correction_enabled = GetEffectiveBoolSetting ( bsi , " GPU " , " PGXPTextureCorrection " , true ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Perspective Correct Textures " ) ,
FSUI_CSTR ( " Uses perspective-correct interpolation for texture coordinates, straightening out warped textures. " ) ,
" GPU " , " PGXPTextureCorrection " , true , pgxp_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Perspective Correct Colors " ) ,
FSUI_CSTR ( " Uses perspective-correct interpolation for colors, which can improve visuals in some games. " ) , " GPU " ,
" PGXPColorCorrection " , false , pgxp_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Culling Correction " ) ,
FSUI_CSTR ( " Increases the precision of polygon culling, reducing the number of holes in geometry. " ) , " GPU " ,
" PGXPCulling " , true , pgxp_enabled ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Preserve Projection Precision " ) ,
FSUI_CSTR ( " Adds additional precision to PGXP data post-projection. May improve visuals in some games. " ) , " GPU " ,
" PGXPPreserveProjFP " , false , pgxp_enabled ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Depth Buffer " ) ,
FSUI_CSTR ( " Reduces polygon Z-fighting through depth testing. Low compatibility with games. " ) ,
" GPU " , " PGXPDepthBuffer " , false , pgxp_enabled & & texture_correction_enabled ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " CPU Mode " ) ,
FSUI_CSTR ( " Uses PGXP for all instructions, not just memory operations. " ) , " GPU " , " PGXPCPU " , false ,
pgxp_enabled ) ;
MenuHeading ( FSUI_CSTR ( " Texture Replacements " ) ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Enable VRAM Write Texture Replacement " ) ,
FSUI_CSTR ( " Enables the replacement of background textures in supported games. " ) ,
" TextureReplacements " , " EnableVRAMWriteReplacements " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Preload Replacement Textures " ) ,
FSUI_CSTR ( " Loads all replacement texture to RAM, reducing stuttering at runtime. " ) ,
" TextureReplacements " , " PreloadTextures " , false ) ;
}
DrawToggleSetting ( bsi , FSUI_CSTR ( " Dump Replaceable VRAM Writes " ) ,
FSUI_CSTR ( " Writes textures which can be replaced to the dump directory. " ) , " TextureReplacements " ,
" DumpVRAMWrites " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Set VRAM Write Dump Alpha Channel " ) ,
FSUI_CSTR ( " Clears the mask/transparency bit in VRAM write dumps. " ) , " TextureReplacements " ,
" DumpVRAMWriteForceAlphaChannel " , true ) ;
EndMenuButtons ( ) ;
}
@ -5140,45 +5197,12 @@ void FullscreenUI::DrawAdvancedSettingsPage()
DrawToggleSetting ( bsi , FSUI_CSTR ( " Show Enhancement Settings " ) ,
FSUI_CSTR ( " Shows enhancement settings in the bottom-right corner of the screen. " ) , " Display " ,
" ShowEnhancements " , false ) ;
DrawToggleSetting (
bsi , FSUI_CSTR ( " Stretch Display Vertically " ) ,
FSUI_CSTR ( " Stretches the display to match the aspect ratio by multiplying vertically instead of horizontally. " ) ,
" Display " , " StretchVertically " , false ) ;
DrawEnumSetting ( bsi , FSUI_CSTR ( " Wireframe Rendering " ) ,
FSUI_CSTR ( " Overlays or replaces normal triangle drawing with a wireframe/line view. " ) , " GPU " ,
" WireframeMode " , GPUWireframeMode : : Disabled , & Settings : : ParseGPUWireframeMode ,
& Settings : : GetGPUWireframeModeName , & Settings : : GetGPUWireframeModeDisplayName ,
GPUWireframeMode : : Count ) ;
MenuHeading ( FSUI_CSTR ( " PGXP Settings " ) ) ;
const bool pgxp_enabled = GetEffectiveBoolSetting ( bsi , " GPU " , " PGXPEnable " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Enable PGXP Vertex Cache " ) ,
FSUI_CSTR ( " Uses screen positions to resolve PGXP data. May improve visuals in some games. " ) , " GPU " ,
" PGXPVertexCache " , pgxp_enabled ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Disable PGXP on 2D Polygons " ) ,
FSUI_CSTR ( " Uses native resolution coordinates for 2D polygons, instead of precise coordinates. Can "
" fix misaligned UI in some games, but otherwise should be left disabled. " ) ,
" GPU " , " PGXPDisableOn2DPolygons " , false , pgxp_enabled ) ;
DrawFloatRangeSetting (
bsi , FSUI_CSTR ( " PGXP Geometry Tolerance " ) ,
FSUI_CSTR ( " Sets a threshold for discarding precise values when exceeded. May help with glitches in some games. " ) ,
" GPU " , " PGXPTolerance " , - 1.0f , - 1.0f , 10.0f , " %.1f " , pgxp_enabled ) ;
DrawFloatRangeSetting ( bsi , FSUI_CSTR ( " PGXP Depth Clear Threshold " ) ,
FSUI_CSTR ( " Sets a threshold for discarding the emulated depth buffer. May help in some games. " ) ,
" GPU " , " PGXPDepthBuffer " , Settings : : DEFAULT_GPU_PGXP_DEPTH_THRESHOLD , 0.0f , 4096.0f , " %.1f " ,
pgxp_enabled ) ;
MenuHeading ( FSUI_CSTR ( " Texture Dumping " ) ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Dump Replaceable VRAM Writes " ) ,
FSUI_CSTR ( " Writes textures which can be replaced to the dump directory. " ) , " TextureReplacements " ,
" DumpVRAMWrites " , false ) ;
DrawToggleSetting ( bsi , FSUI_CSTR ( " Set VRAM Write Dump Alpha Channel " ) ,
FSUI_CSTR ( " Clears the mask/transparency bit in VRAM write dumps. " ) , " TextureReplacements " ,
" DumpVRAMWriteForceAlphaChannel " , true ) ;
MenuHeading ( FSUI_CSTR ( " CPU Emulation " ) ) ;
DrawToggleSetting (
@ -7229,6 +7253,7 @@ TRANSLATE_NOOP("FullscreenUI", "A resume save state created at %s was found.\n\n
TRANSLATE_NOOP ( " FullscreenUI " , " About " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " About DuckStation " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Account " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Accurate Blending " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Achievement Notifications " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Achievements " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Achievements Settings " ) ;
@ -7239,6 +7264,7 @@ TRANSLATE_NOOP("FullscreenUI", "Adds a new directory to the game search list.");
TRANSLATE_NOOP ( " FullscreenUI " , " Adds a new shader to the chain. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Adds additional precision to PGXP data post-projection. May improve visuals in some games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Adjusts the emulation speed so the console's refresh rate matches the host when VSync is enabled. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Advanced " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Advanced Settings " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " All Time: {} " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Allow Booting Without SBI File " ) ;
@ -7280,6 +7306,7 @@ TRANSLATE_NOOP("FullscreenUI", "CD-ROM Emulation");
TRANSLATE_NOOP ( " FullscreenUI " , " CPU Emulation " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " CPU Mode " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Cancel " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Capture " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Change Disc " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Change Page " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Change Selection " ) ;
@ -7289,7 +7316,6 @@ TRANSLATE_NOOP("FullscreenUI", "Changes the aspect ratio used to display the con
TRANSLATE_NOOP ( " FullscreenUI " , " Cheat List " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Chooses the backend to use for rendering the console/game visuals. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Chooses the language used for UI elements. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Chroma Smoothing For 24-Bit Display " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Clean Boot " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Clear Settings " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Clear Shaders " ) ;
@ -7340,7 +7366,7 @@ TRANSLATE_NOOP("FullscreenUI", "Default: Enabled");
TRANSLATE_NOOP ( " FullscreenUI " , " Deinterlacing Mode " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Delete Save " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Delete State " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Depth Buffer " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Depth Clear Threshold " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Desktop Mode " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Details " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Details unavailable for game not scanned in game list. " ) ;
@ -7363,8 +7389,8 @@ TRANSLATE_NOOP("FullscreenUI", "Device Settings");
TRANSLATE_NOOP ( " FullscreenUI " , " Disable All Enhancements " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disable Interlacing " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disable Mailbox Presentation " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disable PGXP on 2D Polygons " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disable Subdirectory Scanning " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disable on 2D Polygons " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disabled " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disables dithering and uses the full 8 bits per channel of color information. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Disables interlaced rendering and display in the GPU. Some games can render in 480p this way, but others will break. " ) ;
@ -7391,7 +7417,6 @@ TRANSLATE_NOOP("FullscreenUI", "Enable Discord Presence");
TRANSLATE_NOOP ( " FullscreenUI " , " Enable Fast Boot " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable In-Game Overlays " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable Overclocking " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable PGXP Vertex Cache " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable Post Processing " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable Recompiler Block Linking " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable Recompiler ICache " ) ;
@ -7404,13 +7429,14 @@ TRANSLATE_NOOP("FullscreenUI", "Enable TTY Logging");
TRANSLATE_NOOP ( " FullscreenUI " , " Enable VRAM Write Texture Replacement " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable XInput Input Source " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable debugging when supported by the host's renderer API. Only for developer use. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enable/Disable the Player LED on DualSense controllers. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enables alignment and bus exceptions. Not needed for any known games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enables an additional 6MB of RAM to obtain a total of 2+6 = 8MB, usually present on dev consoles. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enables an additional three controller slots on each port. Not supported in all games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enables more precise frame pacing at the cost of battery life. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enables the older, less accurate MDEC decoding routines. May be required for old replacement backgrounds to match/load. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enables the replacement of background textures in supported games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Encore Mode " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enhancements " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Ensures every frame generated is displayed for optimal pacing. Enable for variable refresh displays, such as GSync/FreeSync. Disable if you are having speed or sound issues. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enter Value " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Enter the name of the input profile you wish to create. " ) ;
@ -7422,6 +7448,7 @@ TRANSLATE_NOOP("FullscreenUI", "Exit DuckStation");
TRANSLATE_NOOP ( " FullscreenUI " , " Exit Without Saving " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Exits Big Picture mode, returning to the desktop interface. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Expansion Mode " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " FMV Chroma Smoothing " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Failed to copy text to clipboard. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Failed to delete save state. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Failed to delete {}. " ) ;
@ -7434,10 +7461,11 @@ TRANSLATE_NOOP("FullscreenUI", "Fast Forward Volume");
TRANSLATE_NOOP ( " FullscreenUI " , " File Size " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " File Size: %.2f MB " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " File Title " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Force 4:3 For 24-Bit Display " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Force 4:3 For FMVs " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Force NTSC Timings " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Forces PAL games to run at NTSC timings, i.e. 60hz. Some PAL games will run at their \" normal \" speeds, while others will break. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Forces a full rescan of all games previously identified. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Forces blending to be done in the shader at 16-bit precision, when not using true color. Non-trivial performance impact, and unnecessary for most games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Forcibly mutes both CD-DA and XA audio from the CD-ROM. Can be used to disable background music in some games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Frame Time Buffer " ) ;
@ -7463,6 +7491,7 @@ TRANSLATE_NOOP("FullscreenUI", "Game title copied to clipboard.");
TRANSLATE_NOOP ( " FullscreenUI " , " Game type copied to clipboard. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Game: {} ({}) " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Genre: %s " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Geometry Tolerance " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " GitHub Repository " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Global Slot {0} - {1}##global_slot_{0} " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Global Slot {0}##global_slot_{0} " ) ;
@ -7568,10 +7597,8 @@ TRANSLATE_NOOP("FullscreenUI", "Output Volume");
TRANSLATE_NOOP ( " FullscreenUI " , " Overclocking Percentage " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Overlays or replaces normal triangle drawing with a wireframe/line view. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " PGXP (Precision Geometry Transform Pipeline) " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " PGXP Depth Clear Threshold " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " PGXP Depth Buffer " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " PGXP Geometry Correction " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " PGXP Geometry Tolerance " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " PGXP Settings " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Parent Directory " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Patches " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Patches the BIOS to skip the boot animation. Safe to enable. " ) ;
@ -7589,7 +7616,6 @@ TRANSLATE_NOOP("FullscreenUI", "Perspective Correct Colors");
TRANSLATE_NOOP ( " FullscreenUI " , " Perspective Correct Textures " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Plays sound effects for events such as achievement unlocks and leaderboard submissions. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Port {} Controller Type " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Position " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Post-Processing Settings " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Post-processing chain cleared. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Post-processing shaders reloaded. " ) ;
@ -7649,6 +7675,7 @@ TRANSLATE_NOOP("FullscreenUI", "Rounds texture coordinates instead of flooring w
TRANSLATE_NOOP ( " FullscreenUI " , " Runahead " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Runahead/Rewind " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result in greater performance. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " SDL DualSense Player LED " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " SDL DualShock 4 / DualSense Enhanced Mode " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Save Profile " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Save Screenshot " ) ;
@ -7662,7 +7689,7 @@ TRANSLATE_NOOP("FullscreenUI", "Scales the dithering pattern with the internal r
TRANSLATE_NOOP ( " FullscreenUI " , " Scaling " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Scan For New Games " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Scanning Subdirectories " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Screen Display " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Screen Position " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Screenshot Format " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Screenshot Quality " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Screenshot Size " ) ;
@ -7761,7 +7788,6 @@ TRANSLATE_NOOP("FullscreenUI", "Sync To Host Refresh Rate");
TRANSLATE_NOOP ( " FullscreenUI " , " Synchronizes presentation of the console's frames to the host. GSync/FreeSync users should enable Optimal Frame Pacing instead. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Temporarily disables all enhancements, useful when testing. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Test Unofficial Achievements " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Texture Dumping " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Texture Filtering " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Texture Replacements " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " The SDL input source supports most controllers. " ) ;
@ -7795,6 +7821,7 @@ TRANSLATE_NOOP("FullscreenUI", "Use Blit Swap Chain");
TRANSLATE_NOOP ( " FullscreenUI " , " Use Debug GPU Device " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Use Global Setting " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Use Light Theme " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Use Old MDEC Routines " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Use Single Card For Multi-Disc Games " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Use Software Renderer For Readbacks " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Username: {} " ) ;
@ -7808,6 +7835,7 @@ TRANSLATE_NOOP("FullscreenUI", "Uses perspective-correct interpolation for color
TRANSLATE_NOOP ( " FullscreenUI " , " Uses perspective-correct interpolation for texture coordinates, straightening out warped textures. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Uses screen positions to resolve PGXP data. May improve visuals in some games. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Value: {} | Default: {} | Minimum: {} | Maximum: {} " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Vertex Cache " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Vertical Sync (VSync) " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " WARNING: Your game is still saving to the memory card. Continuing to {0} may IRREVERSIBLY DESTROY YOUR MEMORY CARD. We recommend resuming your game and waiting 5 seconds for it to finish saving. \n \n Do you want to {0} anyway? " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " When enabled and logged in, DuckStation will scan for achievements on startup. " ) ;
@ -7818,7 +7846,7 @@ TRANSLATE_NOOP("FullscreenUI", "When enabled, memory cards and controllers will
TRANSLATE_NOOP ( " FullscreenUI " , " When enabled, the minimum supported output latency will be used for the host API. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " When playing a multi-disc game and using per-game (title) memory cards, use a single memory card for all discs. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " When this option is chosen, the clock speed set below will be used. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Widescreen Hack " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Widescreen Rendering " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Wireframe Rendering " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Writes textures which can be replaced to the dump directory. " ) ;
TRANSLATE_NOOP ( " FullscreenUI " , " Yes, {} now and risk memory card corruption. " ) ;