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03 OSD Legend
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01 Installing PCSX2
02 Nightly Build Usage Guide
03 OSD Legend
04 Pressure Sensitive Buttons with DS3
05 How to Create a GS Dump
06 Commenting Etiquette
07 Git survival guide
08 Code Formatting Guidelines
09 ClangFormat Visual Studio plug in
10 Building on Linux
11 Building on MacOS
12 Building on Windows
13 How to use the GS Dump Runner
14 PSX mode
15 Using GDB with Linux AppImages
16 Using PCSX2 via CLI
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03 OSD Legend
DigitalMajestic edited this page 2023-08-29 16:25:38 -07:00
Table of Contents
The OSD contains a lot of acronyms and abbreviations which can be confusing to understand, so here is a list of ones which are available.
Statistics (Usually in the top right)
Hardware Mode:
HC = Hash Cache size (in MB)
P = Primitives
D = GS(PS2) Draws
DC = Draw Calls (on host GPU side)
B = Barriers
RB = Readbacks
TC = Texture Copies
TU = Texture Uploads
Software:
S = Syncs
P = Polygons
D = Draws
U = Texture Swizzling (for storing data in the correct format in GS memory)
D = Texture DeSwizzling (for reading textures out of GS memory)
mpps = Million pixels per second
Settings (Usually in the bottom right)
CR = EE Cycle Rate
CS = EE Cycle Skip
FCDVD = Fast CDVD Enabled
IVU = Instant VU1 Enabled
MTVU = Multi-Threaded VU1 Enabled
EER = EE FPU Rounding Mode
EEC = EE FPU Clamping Mode
VUR = VU Rounding Mode
VUC = VU Clamping Mode
VQS = VSync Queue Size
C=[CWN] = Normal Cheats (C), Widescreen Patches (W), No-Interlace Patches (N)
IR = Upscale Multiplier/Internal Resolution
B = Accurate Blending Unit
PL = Texture Preloading
PT = GPU Palette Conversion
MM = Hardware Mipmapping
BF = Bilinear Filtering
TF = Trilinear Filtering
AF = Anisotropic Filtering
DI = Dithering
CRC = CRC Fix Level
HBO = Half-Bottom Override
HPO = Half-Pixel Offset
RS = Round Sprite
TCO = Texture Offsets
CSBW = CPU Sprite Render BW
SD = Skip Draw