diff --git a/plugins/GSdx/GSdx.rc b/plugins/GSdx/GSdx.rc index 0215e119ea..a99cf80e5f 100644 --- a/plugins/GSdx/GSdx.rc +++ b/plugins/GSdx/GSdx.rc @@ -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 diff --git a/plugins/GSdx/Window/GSSetting.cpp b/plugins/GSdx/Window/GSSetting.cpp index 57389456b7..2e5b4b344c 100644 --- a/plugins/GSdx/Window/GSSetting.cpp +++ b/plugins/GSdx/Window/GSSetting.cpp @@ -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: