diff --git a/pcsx2/GS/Window/GSSetting.cpp b/pcsx2/GS/Window/GSSetting.cpp index dc42f4ee6e..fd1ffe4541 100644 --- a/pcsx2/GS/Window/GSSetting.cpp +++ b/pcsx2/GS/Window/GSSetting.cpp @@ -44,7 +44,7 @@ const char* dialog_message(int ID, bool* updateText) case IDC_TRI_FILTER: return cvtString("Control the texture tri-filtering of the emulation.\n\n" "None:\nNo extra trilinear filtering.\n\n" - "Trilinear:\nUse OpenGL/Vulkan trilinear interpolation when PS2 uses mipmaps.\n\n" + "Trilinear:\nUse trilinear interpolation when PS2 uses mipmaps.\n\n" "Trilinear Forced:\nAlways enable full trilinear interpolation. Warning Slow!\n\n"); case IDC_CRC_LEVEL: return cvtString("Control the number of Auto-CRC fixes and hacks applied to games.\n\n" @@ -107,7 +107,7 @@ const char* dialog_message(int ID, bool* updateText) case IDC_ACCURATE_DATE: return cvtString("Implement a more accurate algorithm to compute GS destination alpha testing.\n" "It improves shadow and transparency rendering.\n\n" - "Note: Direct3D 11 is less accurate."); + "Note: Direct3D is less accurate."); case IDC_ACCURATE_BLEND_UNIT: return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n" "Minimum:\nFast but introduces various rendering issues.\n" @@ -119,7 +119,7 @@ const char* dialog_message(int ID, bool* updateText) "A good CPU is required.\n\n" "Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is slow!\n\n" "Maximum:\nThe blending unit will be completely emulated by the shader. It is very slow!\n\n" - "Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan"); + "Note: Direct3D's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan"); case IDC_TC_DEPTH: return cvtString("Disable the support of Depth buffer in the texture cache.\n" "It can help to increase speed but it will likely create various glitches.");