diff --git a/pcsx2/GS/Window/GSSetting.cpp b/pcsx2/GS/Window/GSSetting.cpp index 1db863c8c7..64653c2e1a 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 trilinear interpolation when PS2 uses mipmaps.\n\n" + "Trilinear:\nUse OpenGL/Vulkan 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" @@ -102,10 +102,9 @@ const char* dialog_message(int ID, bool* updateText) "Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n" "High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n" "A good CPU is required.\n\n" - "Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n" - "It is intended for debug.\n\n" - "Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n" - "It is intended for debug."); + "Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n\n" + "Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n\n" + "Note: Direct3D11'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."); @@ -136,7 +135,7 @@ const char* dialog_message(int ID, bool* updateText) return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n" "Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.\n" "Warning: It's very costly on the performance.\n\n" - "Note: OpenGL HW renderer is able to handle Jak shadows at full speed without this option."); + "Note: OpenGL/Vulkan HW renderer is able to handle Jak shadows at full speed without this option."); case IDC_AUTO_FLUSH_SW: return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n" "Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.");