GS-GUI: Add tooltip for Dithering

The PS2 and PS1 supported dithering where-as PCSX2 didn't support hardware dithering till 1.7 dev builds. Some games have no dithering, others have dithering in the shadows or others like baroque just smear it full with this affect so it's an extreme example: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=ab92a0e0-f91e-11ea-bf88-a15b6c7adf9a
This commit is contained in:
RedDevilus 2021-09-19 03:51:16 +02:00 committed by refractionpcsx2
parent 252eaa2d62
commit 55173bf27a
4 changed files with 42 additions and 24 deletions

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@ -309,6 +309,7 @@ void populate_hw_table(GtkWidget* hw_table)
AddTooltip(mipmap_label, IDC_MIPMAP_HW);
AddTooltip(mipmap_combo_box, IDC_MIPMAP_HW);
AddTooltip(acc_bld_label, acc_bld_combo_box, IDC_ACCURATE_BLEND_UNIT);
AddTooltip(dither_label, dither_combo_box, IDC_DITHERING);
s_table_line = 0;
InsertWidgetInTable(hw_table, hack_enable_check, acc_date_check);

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@ -196,6 +196,13 @@ const char* dialog_message(int ID, bool* updateText)
"Disabling this can amplify stuttering due to low RAM/VRAM.\n\n"
"Note: It should be enabled for Armored Core, Destroy All Humans, Gran Turismo and possibly others.\n"
"This option does not improve the graphics or the FPS.");
case IDC_DITHERING:
return cvtString("In the PS2's case, it reduces banding between colors and improves the perceived color depth.\n"
"In the PS1's case, it was used more aggressively due to 16-bit colour.\n"
"Sit far enough and don't examine it too closely for the best effect.\n\n"
"Off:\nDisables any dithering.\n\n"
"Unscaled:\nNative Dithering / Lowest dithering effect does not increase size of squares when upscaling.\n\n"
"Scaled:\nUpscaling-aware / Highest dithering effect.");
// Windows only options.
#ifdef _WIN32
case IDC_ACCURATE_BLEND_UNIT_D3D11:

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@ -41,48 +41,52 @@ const char* dialog_message(int ID, bool* updateText = NULL);
#ifndef _WIN32
enum
{
// Renderer
IDC_FILTER,
// Hardware Renderer
IDC_ACCURATE_DATE,
IDC_PALTEX,
IDC_CONSERVATIVE_FB,
IDC_AFCOMBO,
IDC_DITHERING,
IDC_MIPMAP_HW,
IDC_CRC_LEVEL,
IDC_ACCURATE_BLEND_UNIT,
// Rendering Hacks
IDC_AUTO_FLUSH_HW,
IDC_TC_DEPTH,
IDC_SAFE_FEATURES,
IDC_FAST_TC_INV,
IDC_CPU_FB_CONVERSION,
IDC_MEMORY_WRAPPING,
IDC_PRELOAD_GS,
IDC_HALF_SCREEN_TS,
IDC_TRI_FILTER,
IDC_SKIPDRAWHACK,
IDC_SKIPDRAWHACKEDIT,
IDC_SKIPDRAWOFFSET,
IDC_SKIPDRAWOFFSETEDIT,
IDC_OFFSETHACK,
IDC_WILDHACK,
// Upscaling Hacks
IDC_ALIGN_SPRITE,
IDC_MERGE_PP_SPRITE,
IDC_WILDHACK,
IDC_OFFSETHACK,
IDC_ROUND_SPRITE,
IDC_TCOFFSETX,
IDC_TCOFFSETX2,
IDC_TCOFFSETY,
IDC_TCOFFSETY2,
IDC_PALTEX,
IDC_ACCURATE_BLEND_UNIT,
IDC_ACCURATE_DATE,
IDC_TC_DEPTH,
IDC_CPU_FB_CONVERSION,
IDC_CRC_LEVEL,
IDC_AFCOMBO,
// Software Renderer
IDC_AUTO_FLUSH_SW,
IDC_AA1,
IDC_MIPMAP_SW,
IDC_SWTHREADS,
IDC_SWTHREADS_EDIT,
IDC_SHADEBOOST,
IDC_SHADER_FX,
IDC_FXAA,
IDC_MIPMAP_SW,
IDC_MIPMAP_HW,
IDC_PRELOAD_GS,
IDC_FAST_TC_INV,
IDC_CONSERVATIVE_FB,
IDC_LINEAR_PRESENT,
IDC_AUTO_FLUSH_HW,
IDC_AUTO_FLUSH_SW,
IDC_SAFE_FEATURES,
IDC_MEMORY_WRAPPING,
IDC_MERGE_PP_SPRITE,
// OpenGL Advanced Settings
IDC_GEOMETRY_SHADER_OVERRIDE,
IDC_IMAGE_LOAD_STORE,
IDC_SPARSE_TEXTURE,
// On-screen Display
IDC_OSD_LOG,
IDC_OSD_MONITOR,
IDC_OSD_MAX_LOG,
@ -97,7 +101,12 @@ enum
IDR_TFX_VGS_GLSL,
IDR_TFX_FS_GLSL,
IDR_TFX_CL,
// fonts
// Shader Configuration
IDC_SHADEBOOST,
IDC_SHADER_FX,
IDC_FXAA,
IDC_LINEAR_PRESENT,
// Fonts
IDR_FONT_ROBOTO,
};
#endif

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@ -120,6 +120,7 @@ void GSSettingsDlg::OnInit()
AddTooltip(IDC_SWTHREADS_EDIT);
AddTooltip(IDC_AUTO_FLUSH_SW);
AddTooltip(IDC_CONSERVATIVE_FB);
AddTooltip(IDC_DITHERING);
UpdateControls();
}