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Diffstat (limited to 'src/port/ui/ImguiUI.cpp')
-rw-r--r--src/port/ui/ImguiUI.cpp46
1 files changed, 14 insertions, 32 deletions
diff --git a/src/port/ui/ImguiUI.cpp b/src/port/ui/ImguiUI.cpp
index 1ff1e99b..4e13f3f3 100644
--- a/src/port/ui/ImguiUI.cpp
+++ b/src/port/ui/ImguiUI.cpp
@@ -246,12 +246,7 @@ void DrawSettingsMenu(){
{ // FPS Slider
const int minFps = 30;
- static int maxFps;
- if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- maxFps = 360;
- } else {
- maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
- }
+ static int maxFps = 360;
int currentFps = 0;
#ifdef __WIIU__
UIWidgets::Spacer(0);
@@ -314,40 +309,26 @@ void DrawSettingsMenu(){
CVarSetInteger("gInterpolationFPS", currentFps);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
#else
- bool matchingRefreshRate =
- CVarGetInteger("gMatchRefreshRate", 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::FAST3D_DXGI_DX11;
+ bool matchingRefreshRate = CVarGetInteger("gMatchRefreshRate", 0);
UIWidgets::CVarSliderInt((currentFps == 30) ? "FPS: Original (30)" : "FPS: %d", "gInterpolationFPS", minFps, maxFps, 60, {
.disabled = matchingRefreshRate
});
#endif
- if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- UIWidgets::Tooltip(
- "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
- "visual and does not impact game logic, execution of glitches etc.\n\n"
- "A higher target FPS than your monitor's refresh rate will waste resources, and might give a worse result."
- );
- } else {
- UIWidgets::Tooltip(
- "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
- "visual and does not impact game logic, execution of glitches etc."
- );
- }
+ UIWidgets::Tooltip(
+ "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
+ "visual and does not impact game logic, execution of glitches etc.\n\n"
+ "A higher target FPS than your monitor's refresh rate will waste resources, and might give a worse result."
+ );
} // END FPS Slider
+ UIWidgets::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false);
+ UIWidgets::Tooltip("Matches interpolation value to the refresh rate of your display.");
+
if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- UIWidgets::Spacer(0);
- if (ImGui::Button("Match Refresh Rate")) {
- int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
- if (hz >= 30 && hz <= 360) {
- CVarSetInteger("gInterpolationFPS", hz);
- Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
- }
- }
- } else {
- UIWidgets::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false);
+ UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 0) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
+ "##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 0, true, true, false);
+ UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to work on one frame while GPU works on the previous frame.\nThis setting should be used when your computer is too slow to do CPU + GPU work in time.");
}
-
- UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
@@ -388,6 +369,7 @@ void DrawSettingsMenu(){
if (Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) {
UIWidgets::PaddedEnhancementCheckbox("Enable Vsync", "gVsyncEnabled", true, false);
+ UIWidgets::Tooltip("Removes tearing, but clamps your max FPS to your displays refresh rate.");
}
if (Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen()) {