`MaxAnisotropy = 0` is no longer the safest setting because it forces 1x
even if the game asks for more.
`ForceFiltering` was replaced by `ForceTextureFiltering` in
afe9d5b098. The one remaining occurrence
was merged later.
`ForceTextureFiltering` is an int option and shouldn't be set to False.
Just Dance 3, Just Dance: Best of, and Just Dance: Greatest Hits look
fine on AMD GPUs without manual texture sampling. On Nvidia GPUs they
have a single stripe that I think doesn't warrant forcing manual texture
sampling for everyone.
The NES games I tried worked fine with anisotropic filtering, it just
doesn't do anything.
Various games don't actually have any issue with anisotropic filtering
as long as it's not forced. The only game I could find that actually
requires the default aniso setting is Spider-Man: Shattered Dimensions.
Boogie SuperStar works fine with any texture filtering setting.
At least on Android, SyncGPU has really bad performance compared to
single core. It's less stable too - I get fatal GPU desyncs in
Pokémon XD using the default settings.
Wii.Widescreen is a setting that cannot be changed on the fly after
emulation has started, so anything booted after the initial title
will have an unexpected aspect ratio.
We can just set Video_Settings.AspectRatio instead, which *can* be live
changed, since it doesn't involve messing with the SYSCONF at any time.
This is also much closer to the behaviour of the Wii U, which
configures the DMCU to force 4:3 transparently, instead of doing it the
intrusive way (touching the SYSCONF).