So to sketch what is an annoying issue is that this for years has been wrongly presented to users.
None Interlacing = Interlacing but if used with a no-interlacing patch it will look like progressive but PCSX2 or really the internal PS2 side only detects interlacing mode. Which blows my mind that the user wouldn't be wrong to assume that None Interlacing = Interlacing.
Weave = Interlacing method (saw-tooth)
Bob = Likely the sharpest but can do vertical bouncing.
Blending = A bit blurry but the most consistent and has no bouncing.
I didn't change the code just the visual presentation to the users.
Example in gif format: https://upload.wikimedia.org/wikipedia/de/1/1e/Interlaced_Animation.gif
This would happen when there was a source from local memory with the
same pointer as the target.
Fixes sky getting messed up in the Jak 3 menu when the hash cache is
enabled.
Ranging from ColorBlind themes to flashy to pastel. Based on the Fusion factory. 3 Light and 1 Dark extra themes (2 light and 2 dark themes on master) with enough variability and choice.
It's just a placeholder for when other factories are implemented and perhaps even viable for future community-based static or dynamic ones.
Opengl/Vulkan: Prefer sw blend over hw for clr_blend1_2 on ultra blending, doing hw is less accurate and will introduce rounding issues.
Direct3D11: Prefer sw blend over hw for clr_blend1_2 only when primitives don't overlap.
While 0x3FFF is indeed the highest playable pitch I think that the
register is 16 bits wide and that the cap is enforced by the pitch
counter algorithm.
This fixes the air time ticking sound in Jak X.
This commit fixes several entries from the GameIndex, removes the clamping fixes from Virtual On ontario program which wasn't needed, adds several rounding fixes to Ratchet 1 titles to fix the Hydrodisplacer Behaviour and adds several entries as well.
For Ratchet 1, After having done tests on actual hardware,
the results shows that even real hardware will behave badly on the retail version....
However, the demo does indeed have an issue, so let's fix that.
Also, this fixes an oversight made for Spiderman 3 in the past, now the proper fix is applied.
Improves Dogs life (no longer goes completely black right away, but has decal problems)
Vastly improves texture quality in Spider-Man 3 when using Framebuffer Conversion to fix the textures
Upcoming Qt will feature native support for multiple controllers + remapping for all relevant OSes. This makes the step a bit easier.
Rationale:
Windows has cleaner code (becoming just like OnePad) and no more DS4/DualSense/Switch Pro/... wrapper such as steam or DS4Windows (ryochan7) though will still work if you want it.
Linux will have OnePad legacy remapping.
Mac will have feature parity to some extent.
The label has recently been changed into GUI/Qt for more clarity that it touches upon a GUI toolkit just like WX. Also added the 3rdparty for the binary.