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Say "after restart" in the menu only while a restart would change something, and count the waiting settings on Restart.
A setting read at the start showed "after restart" under its value always. The values the game started with are now kept (cfg.c start_values), a row shows the note only while its value differs from them, and the Restart button counts the settings that wait, the upscaler, frame generation and HDR among them. A value the environment sets never waits. --probe-cfg checks the count. From pull request #377 by mooki000. Three conflicts in the menu resolved against the frame generation rows that came in since: the upscaling row keeps its description by what can load, and the frame generation restart test knows both ways NVIDIA's runs. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -153,7 +153,8 @@ beside the game.
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a DLSS multiplier of 2x, or 3x and 4x on RTX 50 cards; FSR 3.1 on any card where it loads; it needs DLSS or FSR 3.1
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upscaling on, and the frame limit then counts the frames on screen; with no limit chosen it is the display's refresh
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rate), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the
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resolution. Those marked "after restart" take effect when the game starts again.
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resolution. A setting that takes effect only when the game starts again says "after restart" once you change it,
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until you set it back, and the Restart button at the bottom then counts the settings waiting for it.
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- **Controls** in the menu has Button prompts: the game's own, or Xbox, PlayStation, Steam Deck or keyboard and mouse ones when
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the build drew them (a kit with `prompt-art`). It takes effect after a restart. The keyboard and mouse prompts show
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the keys `nx2navi.ini` binds when the build runs: after rebinding keys, run
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