*Resulting .wavs should get saved in the same location as the video file on linux
*Keep gui capture state consistent regardless of the method used to start recording
*Reworked mainFrame capture menu video options to route to a single toggleCapture_click function
*Split GS & SPU2 recording into start & end functions
- Conservative Buffer Allocation will be enabled by default.
- Unscaled has a lesser visual impact but will be moved to the middle so it is more consistent with the other options in the GUI.
- Monitor will hence be named Statistics Monitor which makes it more obvious that it's similar to RivaTuner Statistics Server.
- The monitor will print the stats of the emulated components EE (roughly CPU-usage) , GS (roughly GPU-usage).
- Make room for the new checkboxes with revision of names and tooltips.
- GPU (color) Palette Conversion instead of 8bit textures (the name didn't make much sense).
Plenty of users misclick this setting and don't know how to switch back
since it's a rarely used option.
Let's get rid of the hotkey toggle for a quality of life change.
F9 now has the following functionality on Windows:
- If the renderer in the config is D3D11, switch between D3D11 and SW
- If the renderer in the config is OGL, switch between OGL and SW
- If the renderer in the config is SW, switch between SW and the renderer returned by GetBestRenderer()
- Dropdown menu for 3 options: Off (No Effect/ Been always like this), Scaled (Strongest effect/obvious), Unscaled (Weakest effect/less obvious).
- Change default from Scaled to Unscaled.
Large framebuffer should only be used in cases of stuttery FMVs (cutscenes). 4/8 bits is best used where GPU is much stronger than CPU.
Fix DPI scaling for OSD color sliders (FPS + other stats).
v1 It won't allow users to try to input a value that isn't supported
osd (size, timeout, max), tc offsets (x, y), rendering threads.
v2 Use const if applicable for variables throughout
GSSettingsDlg.cpp. Will cleanup some warnings.
Hack is obsolete/replaced with accurate date/date_one option/code.
There's pretty much no usecase for it remaining other than using it as
an alternative to skipdraw which removes/breaks transparency effects.
Move Additional colclip info, dithering, FixedTEX0 to extra debug logs.
It will allow to keep track of more important stuff going on and they
can be enabled with ENABLE_EXTRA_LOG if needed.
Change context creation log type from stderr to stdout.
Leave it as an ini option only.
People should never use custom resolution as it causes many issues and
many features aren't supported with it.
On linux option was removed a long time ago.
Automatic, Force Disabled, Force Enabled.
Automatic - automatically determinate if a game needs the half screen
fix.
Force Disabled - fully disables the half bottom fix. It will help
Xenosaga games.
Force Enabled - fully enables the half bottom fix. Will help Lord of the
Rings Two Towers, Superman Shadows of Apokolips, Midnight Club 3.
Rename Automatic CRC Level label back to CRC Hack Level.
Rename Accurate Date label to DATE Accuracy.
Rename Accurate Blending label to Blending Accuracy.
Remove 10x and 12x upscaling options, we don't want to hit the maximum
texture size limit and cause issues so better play it safe and allow
only up until 8x upscaling.
Reword the tooltip to make it a bit more fitting with it's current
behavior.
Add all games in the list that have some sort of aggressive state.
Update anisotropic filtering, autoflush sw, sparse texture, gl blending tooltips.
With the sprite hack removed it was no longer possible to toggle this
hack on nvidia gpus, the toggle has been moved to Disable Safe Features.
It some issues caused by the hack in sotc, fatal frame and border offset
issues.
The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after
lightning removed reference device)
The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device
option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.
Note: Medium and High options are mostly intended for debug use.