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Graphics: Clarify relationship between incompatible settings
Explicitly state that Manual Texture Sampling disables Anisotropic Filtering and that GPU Texture Decoding disables Arbitrary Mipmap Detection.
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@ -546,8 +546,8 @@ void EnhancementsWidget::AddDescriptions()
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"Adjust the texture filtering. Anisotropic filtering enhances the visual quality of textures "
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"that are at oblique viewing angles. Force Nearest and Force Linear override the texture "
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"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
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"of the game's textures and might cause issues in a small number of "
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"games.<br><br>This option is incompatible with Manual Texture Sampling.<br><br>"
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"of the game's textures and might cause issues in a small number of games.<br><br>This "
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"setting is disabled when Manual Texture Sampling is enabled.<br><br>"
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"<dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
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static const char TR_OUTPUT_RESAMPLING_DESCRIPTION[] =
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QT_TR_NOOP("Affects how the game output is scaled to the window resolution."
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@ -645,8 +645,8 @@ void EnhancementsWidget::AddDescriptions()
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"effects.<br><br>May have false positives that result in blurry textures at increased "
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"internal "
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"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
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"reduce stutter in games that frequently load new textures. This feature is not compatible "
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"with GPU Texture Decoding.<br><br><dolphin_emphasis>If unsure, leave this "
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"reduce stutter in games that frequently load new textures.<br><br>This setting is disabled "
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"when GPU Texture Decoding is enabled.<br><br><dolphin_emphasis>If unsure, leave this "
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"unchecked.</dolphin_emphasis>");
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static const char TR_HDR_DESCRIPTION[] = QT_TR_NOOP(
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"Enables scRGB HDR output (if supported by your graphics backend and monitor)."
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