renderer_vulkan: Add single-thread record ability to the scheduler
* Async is pretty nice but games that do a lot of flushes might have worse performance due to thread synchronization overhead * I haven't noticed any cases of this yet but it doesn't hurt making this a UI option
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@ -106,6 +106,7 @@ void LogSettings() {
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log_setting("Core_UseCpuJit", values.use_cpu_jit.GetValue());
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log_setting("Core_CPUClockPercentage", values.cpu_clock_percentage.GetValue());
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log_setting("Renderer_GraphicsAPI", GetAPIName(values.graphics_api.GetValue()));
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log_setting("Renderer_AsyncRecording", values.async_command_recording.GetValue());
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log_setting("Renderer_UseHwRenderer", values.use_hw_renderer.GetValue());
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log_setting("Renderer_UseHwShader", values.use_hw_shader.GetValue());
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log_setting("Renderer_SeparableShader", values.separable_shader.GetValue());
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