mirror of https://github.com/PCSX2/pcsx2.git
GSdx-gui: Adjust space/rows on some tooltips so they fit better, rename Auto to Automatic list on adv. gl settings in hw hacks.
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@ -62,7 +62,7 @@ const char* dialog_message(int ID, bool* updateText) {
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return "Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right.\n\n"
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"Use it, for example, to try and get rid of bad post processing effects.\n"
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"Step 1: Increase the value in the left box and keep the value in the right box set to the same value as the left box to find and remove a bad effect.\n"
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"Step 2: If a bad effect found with Step 1 is not completely removed yet, then without changing the value in the left box, try increasing the value in the box to right until the effect is completely gone.\n"
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"Step 2: If a bad effect found with Step 1 is not completely removed yet, then without changing the value in the left box, try increasing the value in the box to right until the effect is completely gone.\n\n"
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"Note: Increase the value in the right box and keep the value in the left box set to \"1\" to reproduce the old skipdraw behaviour.";
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case IDC_ALPHAHACK:
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return "Different alpha handling. Can work around some shadow problems.";
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@ -75,9 +75,10 @@ const char* dialog_message(int ID, bool* updateText) {
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" Half option is the preferred one. Use it for Mana Khemia or Ar tonelico for example."
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" Full can be used for Tales of Destiny.";
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case IDC_WILDHACK:
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return "Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.";
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return "Lowers the GS precision to avoid gaps between pixels when upscaling.\n"
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"Fixes the text on Wild Arms games.";
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case IDC_MSAACB:
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return "Enables hardware Anti-Aliasing. Needs lots of memory."
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return "Enables hardware Anti-Aliasing. Needs lots of memory.\n"
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" The Z-24 modes might need to have LogarithmicZ to compensate for the bits lost (only in DX9 mode).\n\n"
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" MSAA is not implemented on the OpenGL renderer.";
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case IDC_ALPHASTENCIL:
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@ -141,30 +142,36 @@ const char* dialog_message(int ID, bool* updateText) {
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case IDC_FXAA:
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return "Enables fast approximate anti-aliasing. Small performance impact.";
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case IDC_AUTO_FLUSH:
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return "Force a primitive flush when a framebuffer is also an input texture. Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.\n"
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return "Force a primitive flush when a framebuffer is also an input texture.\n"
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"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.\n"
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"Warning: it's very costly on the performance.\n\n"
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"Note: OpenGL HW renderer is able to handle Jak shadows at full speed without this option.";
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case IDC_UNSCALE_POINT_LINE:
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return "Increases the width of lines at higher than native resolutions. This ensures that the lines will keep the correct proportions and prevents aliasing. "
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"Avoids empty lines on the screen in games such as Ridge Racer V, and clears FMVs obscured by a grid in games like the Silent Hill series and Dirge of Cerberus.";
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case IDC_MEMORY_WRAPPING:
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return "Emulates GS memory wrapping accurately. This fixes issues where part of the image is cut-off by block shaped sections such as the FMVs in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.\n"
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return "Emulates GS memory wrapping accurately. This fixes issues where part of the image is cut-off by block shaped sections such as the FMVs in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.\n\n"
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"Note: This hack can have a small impact on performance.";
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case IDC_MERGE_PP_SPRITE:
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return "Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines.\n"
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return "Replaces post-processing multiple paving sprites by a single fat sprite.\n"
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" It reduces various upscaling lines.\n\n"
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"Note: This hack is a work in progress.";
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case IDC_GEOMETRY_SHADER_OVERRIDE:
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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"
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"Automatic detection is recommended.\nNote: This option is only supported by GPUs which support at least Direct3D 10.";
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"Automatic detection is recommended.\n\n"
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"Note: This option is only supported by GPUs which support at least Direct3D 10.";
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case IDC_IMAGE_LOAD_STORE:
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return "Allows advanced atomic operations to speed up Accurate Date. Only disable this if using Accurate Date causes (GPU driver) issues.\n"
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return "Allows advanced atomic operations to speed up Accurate Date.\n"
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"Only disable this if using Accurate Date causes (GPU driver) issues.\n\n"
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"Note: This option is only supported by GPUs which support at least Direct3D 11.";
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#ifdef _WIN32
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// DX9 only
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case IDC_FBA:
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return "Makes textures partially or fully transparent as required by emulation. May cause unusual slowdowns or graphical glitches for some games.";
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return "Makes textures partially or fully transparent as required by emulation.\n"
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"May cause unusual slowdowns or graphical glitches for some games.";
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case IDC_LOGZ:
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return "Treat depth as logarithmic instead of linear. Recommended setting is on unless it causes graphical glitches.";
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return "Treat depth as logarithmic instead of linear.\n"
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"Recommended setting is on unless it causes graphical glitches.";
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#endif
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case IDC_OSD_MAX_LOG_EDIT:
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case IDC_OSD_MAX_LOG:
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@ -174,7 +181,8 @@ const char* dialog_message(int ID, bool* updateText) {
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return "Use bilinear filtering when Upscaling/Downscaling the image to the screen. Disable it if you want a sharper/pixelated output.";
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// Exclusive for Hardware Renderer
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case IDC_PRELOAD_GS:
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return "Uploads GS data when rendering a new frame to reproduce some effects accurately. Fixes black screen issues in games like Armored Core: Last Raven.";
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return "Uploads GS data when rendering a new frame to reproduce some effects accurately.\n"
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"Fixes black screen issues in games like Armored Core: Last Raven.";
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case IDC_MIPMAP_HW:
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return "Control the accuracy level of the mipmapping emulation\n\n"
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"Automatic:\nAutomatically sets the mipmapping level based on the game.\n"
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@ -263,7 +263,7 @@ void GSdxApp::Init()
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m_gs_trifilter.push_back(GSSetting(static_cast<uint32>(TriFiltering::PS2), "Trilinear", ""));
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m_gs_trifilter.push_back(GSSetting(static_cast<uint32>(TriFiltering::Forced), "Trilinear", "Ultra/Slow"));
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m_gs_gl_ext.push_back(GSSetting(-1, "Auto", "Default"));
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m_gs_gl_ext.push_back(GSSetting(-1, "Automatic", "Default"));
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m_gs_gl_ext.push_back(GSSetting(0, "Force-Disabled", ""));
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m_gs_gl_ext.push_back(GSSetting(1, "Force-Enabled", ""));
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