This allows users with monitors of any aspect ratios to use patches made for any other aspect ratio.
For example, if on 32:9 one uses a 21:9 patch, pcsx2 will automatically size the presentation to 21:9 within 32:9.
This also removes some ugly or hardcoded stuff from the code :).
It also opens the door to add a "Custom" user aspect ratio, without the patch needing to specify the aspect ratio, so users could stretch the image to any AR they'd like, but for now there's no need to add that.
(cherry picked from commit 3ae2520aa19efe32d8d0c12b2b174dcd3d3bc745)
* VMManager: Update CPU detection text
* Settings: Move texture preload to advanced
* Settings: Move spin during readback to advanced
* Translations: Add extra comment to mailbox presentation
Update GraphicsSettingsWidget.ui
All games use mailbox/triple buffering. Except when you enable sync to
host refresh, in which case FIFO/double buffering is used.
This means vsync enabled will ever tear, but at the same time, never
drop to 30fps on a missed frame due to frame rate differences.
To have the "best of both worlds", you should enable vsync and sync to
host refresh. Previously, this resulted in additional input lag, since
the host vsync would drive the EE frame timing. Now, this behaviour is
disabled by default, unless you enable "Use Host VSync Timing".
Renames Disable Depth Emulation to Disable Depth Conversion as it is both more correct to what it does and less likely for a user to think it is free performance.
- Adding translation support for all the substrings related to the single/multiframe GS Dump message.
- Correcting the None option in the Deinterlacing settings according to what was talked about in Crowdin, unified that string with the Big Picture mode.
- Minor English text fixes reported in Crowdin.
Second attempt at doing this PR after the former, https://github.com/PCSX2/pcsx2/pull/10253 , was mangled by bad squashing and rebasing.