Merge the texture detail setting into the combined test line.

One conflict, in the build kit's notes, which keep both the shader cache item and the Texture detail text.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
This commit is contained in:
chrg6
2026-11-10 09:51:33 -05:00
14 changed files with 568 additions and 45 deletions

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@@ -148,7 +148,9 @@ beside the game.
driver keeps the prepared shaders' libraries in that cache, and a smaller limit drops the oldest as new ones come in
(a 2048 MB cache could not hold them): every start then builds them again in the background, and play stutters, with
some things missing for a few frames, until that is done. The log's `library warm` lines say when this happens.
- **Screen** in the menu has Texture filtering (anisotropic, up to 16x, at once), Upscaling (DLSS on NVIDIA RTX cards,
- **Screen** in the menu has Texture filtering (anisotropic, up to 16x, at once), Texture detail (Reduced and Low
leave out the largest versions of the big surface textures so that the game fits the video memory of 6 and 8 GB
cards; Automatic picks by the card), Upscaling (DLSS on NVIDIA RTX cards,
FSR 3.1 on any card where `amd_fidelityfx_vk.dll` loads), Frame generation (NVIDIA DLSS on RTX 40 and 50 cards, with
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