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VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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@ -104,13 +104,13 @@ static wxString prog_scan_desc = wxTRANSLATE("Enables progressive scan if suppor
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static wxString ar_desc = wxTRANSLATE("Select what aspect ratio to use when rendering:\nAuto: Use the native aspect ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the window size.\n\nIf unsure, select Auto.");
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static wxString ws_hack_desc = wxTRANSLATE("Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to \"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
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static wxString vsync_desc = wxTRANSLATE("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
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static wxString af_desc = wxTRANSLATE("Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique viewing angles.\nMight cause issues in a small number of games.\nOn Direct3D, setting this above 1x will also have the same effect as enabling \"Force Texture Filtering\".\n\nIf unsure, select 1x.");
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static wxString af_desc = wxTRANSLATE("Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
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static wxString aa_desc = wxTRANSLATE("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical issues. SSAA is significantly more demanding than MSAA, but provides top quality geometry anti-aliasing and also applies anti-aliasing to lighting, shader effects, and textures.\n\nIf unsure, select None.");
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static wxString scaled_efb_copy_desc = wxTRANSLATE("Greatly increases quality of textures generated using render-to-texture effects.\nRaising the internal resolution will improve the effect of this setting.\nSlightly increases GPU load and causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
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static wxString pixel_lighting_desc = wxTRANSLATE("Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the appearance of lit polygons and making individual triangles less noticeable.\nRarely causes slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
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static wxString fast_depth_calc_desc = wxTRANSLATE("Use a less accurate algorithm to calculate depth values.\nCauses issues in a few games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf unsure, leave this checked.");
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static wxString disable_bbox_desc = wxTRANSLATE("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, but some games will break.\n\nIf unsure, leave this checked.");
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static wxString force_filtering_desc = wxTRANSLATE("Filter all textures, including any that the game explicitly set as unfiltered.\nMay improve quality of certain textures in some games, but will cause issues in others.\nOn Direct3D, setting Anisotropic Filtering above 1x will also have the same effect as enabling this option.\n\nIf unsure, leave this unchecked.");
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static wxString force_filtering_desc = wxTRANSLATE("Filter all textures, including any that the game explicitly set as unfiltered.\nMay improve quality of certain textures in some games, but will cause issues in others.\n\nIf unsure, leave this unchecked.");
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static wxString borderless_fullscreen_desc = wxTRANSLATE("Implement fullscreen mode with a borderless window spanning the whole screen instead of using exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but slightly increases input latency, makes movement less smooth and slightly decreases performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D backend.\n\nIf unsure, leave this unchecked.");
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static wxString internal_res_desc = wxTRANSLATE("Specifies the resolution used to render at. A high resolution greatly improves visual quality, but also greatly increases GPU load and can cause issues in certain games.\n\"Multiple of 640x528\" will result in a size slightly larger than \"Window Size\" but yield fewer issues. Generally speaking, the lower the internal resolution is, the better your performance will be. Auto (Window Size), 1.5x, and 2.5x may cause issues in some games.\n\nIf unsure, select Native.");
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static wxString efb_access_desc = wxTRANSLATE("Ignore any requests from the CPU to read from or write to the EFB.\nImproves performance in some games, but might disable some gameplay-related features or graphical effects.\n\nIf unsure, leave this unchecked.");
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