[vk,fence_manager] improvement for antiflicker showed bad for some games, so it was removed from balanced/accurate and kept for antiflicker toggle only (#4010)
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in short:

unrelated to the toggle, we found a missing piece that improved antiflicker and shader issues in some games, and we integrated it to balanced/accurate.
now testers confirmed side effects in some other games, so we reverted the integration.

the toggle itself is innocent. and the missing piece was kept for the toggle.
now, when the toggle is off, things are as they were before it.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4010
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
This commit is contained in:
xbzk 2026-05-26 01:41:11 +02:00 committed by crueter
parent 4a11d5db2f
commit 8a11bec55a
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@ -76,9 +76,12 @@ public:
TryReleasePendingFences<false>(); TryReleasePendingFences<false>();
} }
const bool should_flush = ShouldFlush(); const bool should_flush = ShouldFlush();
const bool delay_fence = Settings::values.antiflicker.GetValue() || !Settings::IsGPULevelLow(); const bool antiflicker_toggled = Settings::values.antiflicker.GetValue();
const bool delay_fence = Settings::IsGPULevelHigh() ||
(Settings::IsGPULevelMedium() && should_flush) ||
antiflicker_toggled;
CommitAsyncFlushes(); CommitAsyncFlushes();
TFence new_fence = CreateFence(!should_flush && !delay_fence); TFence new_fence = CreateFence(!should_flush && !antiflicker_toggled);
if constexpr (can_async_check) { if constexpr (can_async_check) {
guard.lock(); guard.lock();
} }