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Remove quality setting for now, we default to a balanced setting.
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@ -902,7 +902,6 @@ static ConfigSetting graphicsSettings[] = {
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// Most low-performance (and many high performance) mobile GPUs do not support aniso anyway so defaulting to 4 is fine.
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ConfigSetting("AnisotropyLevel", &g_Config.iAnisotropyLevel, 4, true, true),
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ConfigSetting("MultiSampleLevel", &g_Config.iMultiSampleLevel, 0, true, true), // Number of samples is 1 << iMultiSampleLevel
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ConfigSetting("MultiSampleQuality", &g_Config.iMultiSampleQuality, 0, true, true), // 0 = multisampling, 1 = halfway to SGSSAA, 2 = SGSSAA.
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ReportedConfigSetting("VertexDecCache", &g_Config.bVertexCache, false, true, true),
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ReportedConfigSetting("TextureBackoffCache", &g_Config.bTextureBackoffCache, false, true, true),
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@ -211,7 +211,6 @@ public:
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int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on.
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int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso
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int iMultiSampleLevel;
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int iMultiSampleQuality;
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int bHighQualityDepth;
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bool bReplaceTextures;
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bool bSaveNewTextures;
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