From 9da38715fe3e84794e8f583d7706b72d13dfe2ce Mon Sep 17 00:00:00 2001 From: MaranBr Date: Tue, 9 Dec 2025 18:11:05 +0100 Subject: [video_core] Rework GPU Accuracy levels and remove Early Release Fences toggle (#3129) The GPU Accuracy level is now divided into Performance, Balanced and Accurate. 1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected). 2. Balanced maintains excellent performance and is safer against bugs and shader corruption. 3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly. The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore. Co-authored-by: PavelBARABANOV Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129 Reviewed-by: Caio Oliveira Reviewed-by: Maufeat Co-authored-by: MaranBr Co-committed-by: MaranBr --- src/video_core/gpu_thread.cpp | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) (limited to 'src/video_core/gpu_thread.cpp') diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp index af09365ec6..8d8d857a02 100644 --- a/src/video_core/gpu_thread.cpp +++ b/src/video_core/gpu_thread.cpp @@ -79,15 +79,8 @@ void ThreadManager::FlushRegion(DAddr addr, u64 size) { if (!is_async) { // Always flush with synchronous GPU mode PushCommand(FlushRegionCommand(addr, size)); - return; } - if (!Settings::IsGPULevelExtreme()) { - return; - } - auto& gpu = system.GPU(); - u64 fence = gpu.RequestFlush(addr, size); - TickGPU(); - gpu.WaitForSyncOperation(fence); + return; } void ThreadManager::TickGPU() { -- cgit v1.2.3