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Merge pull request #11367 from Sam-Belliveau/lagbegone
VideoCommon: VI Skip
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@ -247,6 +247,7 @@ public enum BooleanSetting implements AbstractBooleanSetting
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GFX_HACK_EFB_EMULATE_FORMAT_CHANGES(Settings.FILE_GFX, Settings.SECTION_GFX_HACKS,
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"EFBEmulateFormatChanges", false),
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GFX_HACK_VERTEX_ROUNDING(Settings.FILE_GFX, Settings.SECTION_GFX_HACKS, "VertexRounding", false),
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GFX_HACK_VI_SKIP(Settings.FILE_GFX, Settings.SECTION_GFX_HACKS, "VISkip", false),
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GFX_HACK_FAST_TEXTURE_SAMPLING(Settings.FILE_GFX, Settings.SECTION_GFX_HACKS,
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"FastTextureSampling", true),
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@ -881,6 +881,8 @@ public final class SettingsFragmentPresenter
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R.string.disable_bbox, R.string.disable_bbox_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_HACK_VERTEX_ROUNDING,
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R.string.vertex_rounding, R.string.vertex_rounding_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_HACK_VI_SKIP, R.string.vi_skip,
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R.string.vi_skip_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_SAVE_TEXTURE_CACHE_TO_STATE,
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R.string.texture_cache_to_state, R.string.texture_cache_to_state_description));
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}
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@ -309,6 +309,8 @@
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<string name="disable_bbox_description">Disables bounding box emulation. This may improve GPU performance significantly, but some games will break. If unsure, leave this checked.</string>
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<string name="vertex_rounding">Vertex Rounding</string>
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<string name="vertex_rounding_description">Rounds 2D vertices to whole pixels and rounds the viewport size to a whole number. Fixes graphical problems in some games at higher internal resolutions. This setting has no effect when native internal resolution is used. If unsure, leave this unchecked.</string>
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<string name="vi_skip">VI Skip</string>
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<string name="vi_skip_description">Skips VI interrupts when lag is detected, allowing for smooth audio playback when emulation speed is not 100%. Can cause freezes and compatibility issues.</string>
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<string name="texture_cache_to_state">Save Texture Cache to State</string>
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<string name="texture_cache_to_state_description">Includes the contents of the embedded frame buffer (EFB) and upscaled EFB copies in save states. Fixes missing and/or non-upscaled textures/objects when loading states at the cost of additional save/load time.</string>
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<string name="aspect_ratio">Aspect Ratio</string>
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