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Add 'immediate xfb' which reduces xfb latency at the cost of graphical errors
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@ -205,6 +205,10 @@ static wxString skip_xfb_copy_to_ram_desc = wxTRANSLATE(
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"Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to Texture\nDisabled = XFB Copies to RAM "
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"(and Texture)\n\nIf unsure, leave this checked.");
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static wxString immediate_xfb_desc = wxTRANSLATE(
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"Displays the XFB copies as soon as they are created, without waiting for scanout. Can cause graphical defects "
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"in some games if the game doesn't expect all XFB copies to be displayed. However, turning this setting on reduces latency."
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"\n\nIf unsure, leave this unchecked.");
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static wxString stc_desc =
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wxTRANSLATE("The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
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"from RAM.\nLower accuracies cause in-game text to appear garbled in certain "
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@ -786,6 +790,12 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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0, wxLEFT | wxRIGHT, space5);
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group_xfb->AddSpacer(space5);
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group_xfb->Add(CreateCheckBox(page_hacks, _("Immediately Present XFB"),
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wxGetTranslation(immediate_xfb_desc),
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Config::GFX_HACK_IMMEDIATE_XFB),
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0, wxLEFT | wxRIGHT, space5);
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group_xfb->AddSpacer(space5);
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szr_hacks->AddSpacer(space5);
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szr_hacks->Add(group_xfb, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
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} // xfb
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