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[settings, frontend] Reorganize graphics/CPU settings, saner defaults (#3233)
- Fast GPU now defaults to 256, removed 128 since it's useless. - Completely reorganized graphics and CPU settings on both platforms. Also got rid of Eden's Veil - Merged some "use ..." settings that weren't really necessary. - Changed ExtendedDynamicState to be a combo box Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3233 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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42 changed files with 472 additions and 755 deletions
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@ -94,10 +94,9 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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tr("Change the accuracy of the emulated CPU (for debugging only)."));
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INSERT(Settings, cpu_backend, tr("Backend:"), QString());
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INSERT(Settings, use_fast_cpu_time, QString(), QString());
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INSERT(Settings,
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fast_cpu_time,
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tr("Fast CPU Time"),
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tr("CPU Overclock"),
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tr("Overclocks the emulated CPU to remove some FPS limiters. Weaker CPUs may see reduced performance, "
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"and certain games may behave improperly.\nUse Boost (1700MHz) to run at the Switch's highest native "
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"clock, or Fast (2000MHz) to run at 2x clock."));
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@ -208,11 +207,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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tr("Runs an additional optimization pass over generated SPIRV shaders.\n"
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"Will increase time required for shader compilation.\nMay slightly improve "
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"performance.\nThis feature is experimental."));
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INSERT(
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Settings,
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use_asynchronous_gpu_emulation,
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tr("Use asynchronous GPU emulation"),
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tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));
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INSERT(Settings,
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nvdec_emulation,
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tr("NVDEC emulation:"),
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@ -258,6 +252,8 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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INSERT(Settings, bg_blue, QString(), QString());
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// Renderer (Advanced Graphics)
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INSERT(Settings, use_asynchronous_gpu_emulation, QString(), QString());
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INSERT(Settings, sync_memory_operations, tr("Sync Memory Operations"),
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tr("Ensures data consistency between compute and memory operations.\nThis option fixes issues in games, but may degrade performance.\nUnreal Engine 4 games often see the most significant changes thereof."));
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INSERT(Settings,
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@ -285,14 +281,13 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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tr("Controls the DMA precision accuracy. Safe precision fixes issues in some games but may degrade performance."));
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INSERT(Settings,
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use_asynchronous_shaders,
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tr("Enable asynchronous shader compilation (Hack)"),
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tr("Enable asynchronous shader compilation"),
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tr("May reduce shader stutter."));
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INSERT(Settings, use_fast_gpu_time, QString(), QString());
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INSERT(Settings,
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fast_gpu_time,
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tr("Fast GPU Time (Hack)"),
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tr("Fast GPU Time"),
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tr("Overclocks the emulated GPU to increase dynamic resolution and render "
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"distance.\nUse 128 for maximal performance and 512 for maximal graphics fidelity."));
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"distance.\nUse 256 for maximal performance and 512 for maximal graphics fidelity."));
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INSERT(Settings,
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use_vulkan_driver_pipeline_cache,
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@ -324,10 +319,10 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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tr("Improves rendering of transparency effects in specific games."));
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// Renderer (Extensions)
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INSERT(Settings,
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dyna_state,
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tr("Extended Dynamic State"),
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tr("Controls the number of features that can be used in Extended Dynamic State.\nHigher numbers allow for more features and can increase performance, but may cause issues.\nThe default value is per-system."));
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INSERT(Settings, dyna_state, tr("Extended Dynamic State"),
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tr("Controls the number of features that can be used in Extended Dynamic State.\n"
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"Higher numbers allow for more features and can increase performance, but may cause "
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"additional graphical issues."));
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INSERT(Settings,
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vertex_input_dynamic_state,
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@ -346,10 +341,8 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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tr("Improves texture & buffer handling and the Maxwell translation layer.\n"
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"Some Vulkan 1.1+ and all 1.2+ devices support this extension."));
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INSERT(Settings, sample_shading, QString(), QString());
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INSERT(Settings,
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sample_shading_fraction,
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sample_shading,
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tr("Sample Shading"),
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tr("Allows the fragment shader to execute per sample in a multi-sampled fragment "
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"instead of once per fragment. Improves graphics quality at the cost of performance.\n"
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@ -709,6 +702,7 @@ std::unique_ptr<ComboboxTranslationMap> ComboboxEnumeration(QObject* parent)
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}});
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translations->insert({Settings::EnumMetadata<Settings::CpuClock>::Index(),
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{
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PAIR(CpuClock, Off, tr("Off")),
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PAIR(CpuClock, Boost, tr("Boost (1700MHz)")),
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PAIR(CpuClock, Fast, tr("Fast (2000MHz)")),
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}});
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@ -721,11 +715,19 @@ std::unique_ptr<ComboboxTranslationMap> ComboboxEnumeration(QObject* parent)
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}});
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translations->insert({Settings::EnumMetadata<Settings::GpuOverclock>::Index(),
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{
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PAIR(GpuOverclock, Low, tr("Low (128)")),
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PAIR(GpuOverclock, Normal, tr("Off")),
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PAIR(GpuOverclock, Medium, tr("Medium (256)")),
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PAIR(GpuOverclock, High, tr("High (512)")),
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}});
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translations->insert({Settings::EnumMetadata<Settings::ExtendedDynamicState>::Index(),
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{
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PAIR(ExtendedDynamicState, Disabled, tr("Disabled")),
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PAIR(ExtendedDynamicState, EDS1, tr("ExtendedDynamicState 1")),
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PAIR(ExtendedDynamicState, EDS2, tr("ExtendedDynamicState 2")),
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PAIR(ExtendedDynamicState, EDS3, tr("ExtendedDynamicState 3")),
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}});
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#undef PAIR
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#undef CTX_PAIR
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