FullscreenUI.h" /> <ClInclude Include="ImGui\ImGuiFullscreen.h" /> <ClInclude Include="ImGui\ImGuiManager.h" /> <ClInclude Include="ImGui\ImGuiOverlays.h" /> <ClInclude Include="INISettingsInterface.h" /> <ClInclude Include="GameDatabase.h" /> <ClInclude Include="Gif_Unit.h...
This is the case for fullscreen apps that open the display with such a low resolution, even in the cases that they're basically their own compositor (direct rendering). Last I checked, pcsx2 stopped supporting exclusive fullscreen ~2010, so you can't open in exclusive fullscreen with a l...
Switching resolution at runtime right now can be a bit unstable, so does switching fullscreen resolution. We might just make resolution switching require a restart since this tends to be too unstable for now. Update policy for this core ...
6) Back to PCSX2, you can now launch the game and you should arrive to calibration screen. Shoot the target, it should work If you're still in windowed mode, the mouse cursor should be aligned with PCSX2 aimtrak aim, but if you go fullscreen you'll see it going off at the border...
Switching resolution at runtime right now can be a bit unstable, so does switching fullscreen resolution. We might just make resolution switching require a restart since this tends to be too unstable for now. Update policy for this core ...
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if (boot_params.disable_achievements_hardcore_mode) Achievements::DisableHardcoreMode(); else Achievements::ResetHardcoreMode(); if (!state_to_load.empty() && Achievements::IsHardcoreModeActive()) { if (FullscreenUI::IsInitialized()) { boot_params.elf_override = std::move(s_elf_override...
if (HasValidVM() || MTGS::IsOpen()) CheckForGSConfigChanges(old_config); if (EmuConfig.Achievements != old_config.Achievements) Achievements::UpdateSettings(old_config.Achievements); FullscreenUI::CheckForConfigChanges(old_config); CheckForMiscConfigChanges(old_config); Host::CheckForSettings...
(VMState::Shutdown, std::memory_order_release); FullscreenUI::OnVMDestroyed(); UpdateInhibitScreensaver(false); Host::OnVMDestroyed(); // clear out any potentially-incorrect settings from the last game LoadSettings(); } void VMManager::Reset() { pxAssert(HasValidVM()); // If we'...
("VM subsystems initialized in %.2f ms", init_timer.GetTimeMilliseconds()); s_state.store(VMState::Paused, std::memory_order_release); Host::OnVMStarted(); FullscreenUI::OnVMStarted(); UpdateInhibitScreensaver(EmuConfig.InhibitScreensaver); SetEmuThreadAffinities(); // do we want to ...