mirror of https://github.com/PCSX2/pcsx2.git
GS: Fix tooltips, d3d11 blend, add vulkan in tooltips.
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@ -44,7 +44,7 @@ const char* dialog_message(int ID, bool* updateText)
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case IDC_TRI_FILTER:
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return cvtString("Control the texture tri-filtering of the emulation.\n\n"
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"None:\nNo extra trilinear filtering.\n\n"
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"Trilinear:\nUse OpenGL trilinear interpolation when PS2 uses mipmaps.\n\n"
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"Trilinear:\nUse OpenGL/Vulkan trilinear interpolation when PS2 uses mipmaps.\n\n"
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"Trilinear Forced:\nAlways enable full trilinear interpolation. Warning Slow!\n\n");
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case IDC_CRC_LEVEL:
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return cvtString("Control the number of Auto-CRC fixes and hacks applied to games.\n\n"
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@ -102,10 +102,9 @@ const char* dialog_message(int ID, bool* updateText)
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"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
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"High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n"
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"A good CPU is required.\n\n"
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"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n"
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"It is intended for debug.\n\n"
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"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n"
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"It is intended for debug.");
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"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n\n"
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"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n\n"
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"Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan");
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case IDC_TC_DEPTH:
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return cvtString("Disable the support of Depth buffer in the texture cache.\n"
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"It can help to increase speed but it will likely create various glitches.");
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@ -136,7 +135,7 @@ const char* dialog_message(int ID, bool* updateText)
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return cvtString("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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"Note: OpenGL/Vulkan HW renderer is able to handle Jak shadows at full speed without this option.");
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case IDC_AUTO_FLUSH_SW:
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return cvtString("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.");
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