diff --git a/pcsx2/MTGS.cpp b/pcsx2/MTGS.cpp index acd739fa1b..784f209d43 100644 --- a/pcsx2/MTGS.cpp +++ b/pcsx2/MTGS.cpp @@ -192,25 +192,13 @@ void SysMtgsThread::OpenPlugin() else result = GSopen( (void*)pDsp, "PCSX2", renderswitch ? 2 : 1 ); - // Vsync on / off ? if( renderswitch ) { Console.Indent(2).WriteLn( "Toggling GSdx Hardware/Software renderer" ); - if ( EmuConfig.GS.VsyncEnable ) - { - // Better turn Vsync off now, as in most cases sw rendering is not fast enough to support a steady 60fps. - // Having Vsync still enabled then means a big cut in speed and sloppy rendering. - // It's possible though that some users have very fast machines, and rather kept Vsync enabled, - // but let's assume this is the minority. At least for now ;) - GSsetVsync( false ); - Console.Indent(2).WriteLn( "Vsync temporarily disabled" ); - } - } - else - { - GSsetVsync( EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable ); } + GSsetVsync(EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable); + if( result != 0 ) { DevCon.WriteLn( "GSopen Failed: return code: 0x%x", result );