HostInterface: Disable true color/enable scaled dithering by default
Too many games are broken with it enabled. The number which break with scaled dithering is much smaller.
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@ -958,8 +958,8 @@ void HostInterface::SetDefaultSettings(SettingsInterface& si)
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si.SetStringValue("GPU", "Renderer", Settings::GetRendererName(Settings::DEFAULT_GPU_RENDERER));
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si.SetIntValue("GPU", "ResolutionScale", 1);
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si.SetBoolValue("GPU", "UseDebugDevice", false);
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si.SetBoolValue("GPU", "TrueColor", true);
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si.SetBoolValue("GPU", "ScaledDithering", false);
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si.SetBoolValue("GPU", "TrueColor", false);
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si.SetBoolValue("GPU", "ScaledDithering", true);
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si.SetBoolValue("GPU", "TextureFiltering", false);
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si.SetBoolValue("GPU", "DisableInterlacing", true);
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si.SetBoolValue("GPU", "ForceNTSCTimings", false);
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@ -80,11 +80,12 @@ GPUSettingsWidget::GPUSettingsWidget(QtHostInterface* host_interface, QWidget* p
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"to the hardware backends. This option is usually safe, with most games looking fine at "
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"higher resolutions. Higher resolutions require a more powerful GPU.");
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dialog->registerWidgetHelp(
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m_ui.trueColor, "True Color Rendering (24-bit, disables dithering)", "Checked",
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m_ui.trueColor, "True Color Rendering (24-bit, disables dithering)", "Unchecked",
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"Forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per "
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"channel. This produces nicer looking gradients at the cost of making some colours look slightly different. "
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"Disabling the option also enables dithering, which makes the transition between colours less sharp by applying a "
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"pattern around those pixels. Usually safe to leave enabled, and only applies to the hardware renderers.");
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"pattern around those pixels. Most games are compatible with this option, but there is a number which aren't and "
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"will have broken effects with it enabled. Only applies to the hardware renderers.");
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dialog->registerWidgetHelp(
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m_ui.scaledDithering, "Scaled Dithering (scale dither pattern to resolution)", "Checked",
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"Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less "
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