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>
This commit is contained in:
chrg6
2026-11-10 09:14:23 -05:00
parent a1fcbb0b07
commit 1f2b320736
11 changed files with 126 additions and 22 deletions

View File

@@ -153,7 +153,8 @@ beside the game.
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
upscaling on, and the frame limit then counts the frames on screen; with no limit chosen it is the display's refresh
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
resolution. Those marked "after restart" take effect when the game starts again.
resolution. A setting that takes effect only when the game starts again says "after restart" once you change it,
until you set it back, and the Restart button at the bottom then counts the settings waiting for it.
- **Controls** in the menu has Button prompts: the game's own, or Xbox, PlayStation, Steam Deck or keyboard and mouse ones when
the build drew them (a kit with `prompt-art`). It takes effect after a restart. The keyboard and mouse prompts show
the keys `nx2navi.ini` binds when the build runs: after rebinding keys, run