GameDB: Ensure NativeScaling doesn't nag users at native res

This commit is contained in:
TheTechnician27 2024-07-13 18:35:27 -05:00 committed by Ty
parent 17aaa31362
commit 84fe413635
2 changed files with 2 additions and 2 deletions

View File

@ -779,7 +779,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
dialog->registerWidgetHelp(m_ui.skipPresentingDuplicateFrames, tr("Skip Presenting Duplicate Frames"), tr("Unchecked"),
tr("Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still "
"rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time "
"rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time "
"fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase "
"input lag."));

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@ -640,7 +640,7 @@ bool GameDatabaseSchema::GameEntry::configMatchesHWFix(const Pcsx2Config::GSOpti
return (config.UpscaleMultiplier <= 1.0f || config.UserHacks_RoundSprite == value);
case GSHWFixId::NativeScaling:
return (static_cast<int>(config.UserHacks_NativeScaling) == value);
return (config.UpscaleMultiplier <= 1.0f || static_cast<int>(config.UserHacks_NativeScaling) == value);
case GSHWFixId::TexturePreloading:
return (static_cast<int>(config.TexturePreloading) <= value);