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graphics: submonitor refresh rate option (#507)
## Description of change Add an option that forces requested refresh rate value for the second monitor; i.e., instead of 60Hz allow the user to override the adapter to be 70Hz. Useful for people who have a touch screen that can't do 60Hz. I don't know if this would cause any timing issues in IIDX or SDVX, but it seems to boot and monitor check is unaffected. ## Testing Tested TDJ And UFC mode with a submonitor that can only do 61Hz.
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@@ -221,9 +221,11 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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.category = "Graphics (Full Screen)",
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},
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{
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.title = "Force Refresh Rate",
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.title = "Force Monitor Refresh Rate",
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.name = "graphics-force-refresh",
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.desc = "Force the refresh rate for the primary display adapter; works in both full screen and windowed modes",
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.desc =
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"Attempt to change the refresh rate for the primary monitor before the game boots; "
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"works in both full screen and windowed modes, but known to fail for some games",
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.type = OptionType::Integer,
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.category = "Graphics (Common)",
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},
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@@ -254,6 +256,17 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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.hidden = true,
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.category = "Graphics (Full Screen)"
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},
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{
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// FullscreenSubRefreshRate
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.title = "Force Submonitor Refresh Rate (EXPERIMENTAL)",
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.name = "graphics-force-refresh-sub",
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.desc =
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"Override fullscreen refresh rate requested by the game for second monitor, "
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"useful if you have a sub monitor that is not quite exactly 60Hz.\n\n"
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"WARNING: experimental as we have not done extensive testing to see if this causes desyncs",
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.type = OptionType::Integer,
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.category = "Graphics (Full Screen)"
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},
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{
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// Graphics9On12
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.title = "DirectX 9 on 12 (DEPRECATED - use -dx9on12 instead)",
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