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 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 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 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 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 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 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 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 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 LTEXT "External Shader",IDC_SHADER_FX_TEXT,16,131,75,8
EDITTEXT IDC_SHADER_FX_EDIT,16,139,170,14,ES_AUTOHSCROLL 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 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 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 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 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 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 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 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 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 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 // Log Settings
GROUPBOX "Log Messages",IDC_STATIC,7,125,196,52,0,WS_EX_TRANSPARENT GROUPBOX "Log Messages",IDC_STATIC,7,125,196,52,0,WS_EX_TRANSPARENT
LTEXT "Timeout (seconds):",IDC_OSD_TIMEOUT_TEXT,16,139,75,8 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: case IDC_OSD_MONITOR:
return "Continuously prints the FPS and the EE, GS and VU(if the MTVU speedhack is enabled) percentages onscreen."; return "Continuously prints the FPS and the EE, GS and VU(if the MTVU speedhack is enabled) percentages onscreen.";
case IDC_PALTEX: 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" return "Enabled: GPU will handle 4/8 bits textures while CPU does the rest.\n"
"When unchecked the CPU will convert directly the texture to 32 bits.\n\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."; "It is basically a trade-off between GPU/CPU vs CPU alone.";
case IDC_ACCURATE_DATE: case IDC_ACCURATE_DATE:
return "Implement a more accurate algorithm to compute GS destination alpha testing.\n" return "Implement a more accurate algorithm to compute GS destination alpha testing.\n"
"It improves shadow and transparency rendering.\n\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."; return "Internal GS feature. Reduces edge aliasing of lines and triangles when the game requests it.";
case IDC_SWTHREADS: case IDC_SWTHREADS:
case IDC_SWTHREADS_EDIT: 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: case IDC_MIPMAP_SW:
return "Enables mipmapping, which some games require to render correctly."; return "Enables mipmapping, which some games require to render correctly.";
case IDC_SHADEBOOST: 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."; "Note: This hack can have a small impact on performance.";
case IDC_MERGE_PP_SPRITE: case IDC_MERGE_PP_SPRITE:
return "Replaces post-processing multiple paving sprites by a single fat sprite.\n" 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."; "Note: This hack is a work in progress.";
case IDC_GEOMETRY_SHADER_OVERRIDE: 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" 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." 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."; "\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: case IDC_LARGE_FB:
return "Allocate a large framebuffer to be compliant with GS memory (Prevents FMV flickering).\n" return "Reserves a larger framebuffer to prevent FMV flickers.\n"
"It increases GPU/memory requirements.\n\n" "Increases GPU/memory requirements.\n"
"Note: It should be disabled for Armored Core, Destroy All Humans, and Gran Turismo.\n" "Enabling this can amplify stuttering due to low RAM/VRAM.\n\n"
"It will amplify RAM/VRAM spikes. Other games might be affected as well."; "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. // Windows only options.
#ifdef _WIN32 #ifdef _WIN32
case IDC_ACCURATE_BLEND_UNIT_D3D11: case IDC_ACCURATE_BLEND_UNIT_D3D11: