GSdx-gui: Update descriptions/tooltips.

Large framebuffer should only be used in cases of stuttery FMVs (cutscenes). 4/8 bits is best used where GPU is much stronger than CPU.
Fix DPI scaling for OSD color sliders (FPS + other stats).
This commit is contained in:
RedDevilus 2020-07-30 21:43:48 +02:00 committed by lightningterror
parent 4e2319c075
commit 03a41fee23
2 changed files with 20 additions and 16 deletions

View File

@ -179,13 +179,13 @@ BEGIN
CONTROL "Shade Boost",IDC_SHADEBOOST,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,6,32,90,10
LTEXT "Shade Boost Brightness",IDC_BRIGHTNESS_TEXT,16,50,80,8
CONTROL "",IDC_BRIGHTNESS_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,95,48,122,15
RTEXT "100",IDC_BRIGHTNESS_VALUE,221,50,11,8
RTEXT "100",IDC_BRIGHTNESS_VALUE,221,50,12,8
LTEXT "Shade Boost Contrast",IDC_CONTRAST_TEXT,16,75,80,8
CONTROL "",IDC_CONTRAST_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,95,73,122,15
RTEXT "100",IDC_CONTRAST_VALUE,221,75,11,8
RTEXT "100",IDC_CONTRAST_VALUE,221,75,12,8
LTEXT "Shade Boost Saturation",IDC_SATURATION_TEXT,16,100,80,8
CONTROL "",IDC_SATURATION_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,95,98,122,15
RTEXT "100",IDC_SATURATION_VALUE,221,100,11,8
RTEXT "100",IDC_SATURATION_VALUE,221,100,12,8
CONTROL "External Shader (Home)",IDC_SHADER_FX,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,6,116,91,10
LTEXT "External Shader",IDC_SHADER_FX_TEXT,16,131,75,8
EDITTEXT IDC_SHADER_FX_EDIT,16,139,170,14,ES_AUTOHSCROLL
@ -214,16 +214,16 @@ BEGIN
CONTROL "",IDC_OSD_SIZE,"msctls_updown32",UDS_SETBUDDYINT | UDS_ALIGNRIGHT | UDS_AUTOBUDDY | UDS_ARROWKEYS | UDS_NOTHOUSANDS,0,0,11,14
LTEXT "Red:",IDC_OSD_COLOR_RED_TEXT,16,51,25,8
CONTROL "",IDC_OSD_COLOR_RED_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,107,49,76,15
RTEXT "255",IDC_OSD_COLOR_RED_AMOUNT,184,52,11,8
RTEXT "255",IDC_OSD_COLOR_RED_AMOUNT,184,52,12,8
LTEXT "Green:",IDC_OSD_COLOR_GREEN_TEXT,16,68,25,8
CONTROL "",IDC_OSD_COLOR_GREEN_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,107,66,76,15
RTEXT "255",IDC_OSD_COLOR_GREEN_AMOUNT,184,69,11,8
RTEXT "255",IDC_OSD_COLOR_GREEN_AMOUNT,184,69,12,8
LTEXT "Blue:",IDC_OSD_COLOR_BLUE_TEXT,16,86,25,8
CONTROL "",IDC_OSD_COLOR_BLUE_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,107,83,76,15
RTEXT "255",IDC_OSD_COLOR_BLUE_AMOUNT,184,86,11,8
RTEXT "255",IDC_OSD_COLOR_BLUE_AMOUNT,184,86,12,8
LTEXT "Opacity:",IDC_OSD_OPACITY_TEXT,16,104,50,8
CONTROL "",IDC_OSD_OPACITY_SLIDER,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,107,100,76,15
RTEXT "100",IDC_OSD_OPACITY_AMOUNT,184,104,11,8
RTEXT "100",IDC_OSD_OPACITY_AMOUNT,184,104,12,8
// Log Settings
GROUPBOX "Log Messages",IDC_STATIC,7,125,196,52,0,WS_EX_TRANSPARENT
LTEXT "Timeout (seconds):",IDC_OSD_TIMEOUT_TEXT,16,139,75,8

View File

@ -92,9 +92,9 @@ const char* dialog_message(int ID, bool* updateText) {
case IDC_OSD_MONITOR:
return "Continuously prints the FPS and the EE, GS and VU(if the MTVU speedhack is enabled) percentages onscreen.";
case IDC_PALTEX:
return "When checked 4/8 bits texture will be send to the GPU with a palette. GPU will be in charge of the conversion.\n\n"
"When unchecked the CPU will convert directly the texture to 32 bits.\n\n"
"It is basically a trade-off between GPU/CPU.";
return "Enabled: GPU will handle 4/8 bits textures while CPU does the rest.\n"
"Disabled: CPU will have full control and directly convert the textures to 32 bits.\n\n"
"It is basically a trade-off between GPU/CPU vs CPU alone.";
case IDC_ACCURATE_DATE:
return "Implement a more accurate algorithm to compute GS destination alpha testing.\n"
"It improves shadow and transparency rendering.\n\n"
@ -132,7 +132,10 @@ const char* dialog_message(int ID, bool* updateText) {
return "Internal GS feature. Reduces edge aliasing of lines and triangles when the game requests it.";
case IDC_SWTHREADS:
case IDC_SWTHREADS_EDIT:
return "Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging)";
return "Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging)\n"
"If you have 4 threads on your CPU pick 2 or 3.\n"
"You can calculate how to get the best performance (amount of CPU threads - 2)\n"
"Note: 7+ threads will not give much more performance and could perhaps even lower it.";
case IDC_MIPMAP_SW:
return "Enables mipmapping, which some games require to render correctly.";
case IDC_SHADEBOOST:
@ -162,7 +165,7 @@ const char* dialog_message(int ID, bool* updateText) {
"Note: This hack can have a small impact on performance.";
case IDC_MERGE_PP_SPRITE:
return "Replaces post-processing multiple paving sprites by a single fat sprite.\n"
" It reduces various upscaling lines.\n\n"
"It reduces various upscaling lines.\n\n"
"Note: This hack is a work in progress.";
case IDC_GEOMETRY_SHADER_OVERRIDE:
return "Allows the GPU instead of just the CPU to transform lines into sprites. This reduces CPU load and bandwidth requirement, but it is heavier on the GPU.\n"
@ -196,10 +199,11 @@ const char* dialog_message(int ID, bool* updateText) {
return "By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise."
"\n\nThis hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load.\n\nIt helps snowblind engine games.";
case IDC_LARGE_FB:
return "Allocate a large framebuffer to be compliant with GS memory (Prevents FMV flickering).\n"
"It increases GPU/memory requirements.\n\n"
"Note: It should be disabled for Armored Core, Destroy All Humans, and Gran Turismo.\n"
"It will amplify RAM/VRAM spikes. Other games might be affected as well.";
return "Reserves a larger framebuffer to prevent FMV flickers.\n"
"Increases GPU/memory requirements.\n"
"Enabling this can amplify stuttering due to low RAM/VRAM.\n\n"
"Note: It should be disabled for Armored Core, Destroy All Humans, Gran Turismo and possibly others.\n"
"This option does not improve the graphics or the FPS.";
// Windows only options.
#ifdef _WIN32
case IDC_ACCURATE_BLEND_UNIT_D3D11: