diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp index 830f16a9f6..2955bf6a6d 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp @@ -907,10 +907,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons Core::Callback_VideoCopiedToXFB(false); return; } - // this function is called after the XFB field is changed, not after - // EFB is copied to XFB. In this way, flickering is reduced in games - // and seems to also give more FPS in ZTP + if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2; u32 xfbCount = 0; const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount); if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB) diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp index a26b041ba0..1e37ff5456 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp @@ -844,9 +844,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons Core::Callback_VideoCopiedToXFB(false); return; } - // this function is called after the XFB field is changed, not after - // EFB is copied to XFB. In this way, flickering is reduced in games - // and seems to also give more FPS in ZTP if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2; u32 xfbCount = 0; diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp index e2fff07b10..9053b0f164 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp @@ -1013,9 +1013,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons Core::Callback_VideoCopiedToXFB(false); return; } - // this function is called after the XFB field is changed, not after - // EFB is copied to XFB. In this way, flickering is reduced in games - // and seems to also give more FPS in ZTP if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2; u32 xfbCount = 0;