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				@ -424,13 +424,13 @@ void GameDatabase::Entry::ApplySettings(Settings& settings, bool display_osd_mes
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				  {
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				    settings.gpu_pgxp_tolerance = gpu_pgxp_tolerance.value();
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				    if (display_osd_messages)
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				      INFO_LOG("GameDB: GPU PGXP tolerance set to {}.", settings.gpu_pgxp_tolerance);
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				      INFO_LOG("GameDB: PGXP tolerance set to {}.", settings.gpu_pgxp_tolerance);
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				  }
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				  if (gpu_pgxp_depth_threshold.has_value())
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				  {
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				    settings.SetPGXPDepthClearThreshold(gpu_pgxp_depth_threshold.value());
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				    if (display_osd_messages)
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				      INFO_LOG("GameDB: GPU depth clear threshold set to {}.", settings.GetPGXPDepthClearThreshold());
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				      INFO_LOG("GameDB: PGXP depth clear threshold set to {}.", settings.GetPGXPDepthClearThreshold());
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				  }
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				  if (gpu_line_detect_mode.has_value())
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				  {
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				@ -960,13 +960,13 @@ std::string GameDatabase::Entry::GenerateCompatibilityReport() const
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				                       cdrom_max_read_speedup_cycles);
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				  AppendIntegerSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "GPU FIFO Size"), gpu_fifo_size);
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				  AppendIntegerSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "GPU Max Runahead"), gpu_max_run_ahead);
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				  AppendFloatSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "GPU PGXP Tolerance"), gpu_pgxp_tolerance);
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				  AppendFloatSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "GPU PGXP Depth Threshold"),
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				                     gpu_pgxp_depth_threshold);
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				  AppendBoolSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "GPU PGXP Preserve Projection Precision"),
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				                    gpu_pgxp_preserve_proj_fp);
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				  AppendEnumSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "GPU Line Detect Mode"),
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				                    &Settings::GetLineDetectModeDisplayName, gpu_line_detect_mode);
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				  AppendFloatSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "PGXP Tolerance"), gpu_pgxp_tolerance);
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				  AppendFloatSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "PGXP Depth Clear Threshold"),
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				                     gpu_pgxp_depth_threshold);
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				  AppendBoolSetting(ret, settings_heading, TRANSLATE_SV("GameDatabase", "PGXP Preserve Projection Precision"),
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				                    gpu_pgxp_preserve_proj_fp);
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				  if (settings_heading)
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				    ret.append("\n");
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