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Android 2.6.5: Adreno Vulkan default, low-latency default, UI sounds, RA client hardening, GameDB
Rendering - Auto renderer now resolves to Vulkan HW on Adreno (OpenGL elsewhere). - Mobile hardware ROV (Phase 0): tile-native depth feedback behind the ROV toggle. Performance & input - Low Latency frame pacing is the default on capable devices, with a one-time migration for existing installs; low-end devices keep the queued pacing. - Reduce Android input latency and improve input handling (PR #403, Splaser). - Experimental CPU clock hint (ADPF) toggle in Performance settings (default off). Audio & UI - Pop-up open/close sound cues (info, hardcore confirm, patches & cheats). - Alternating controller navigation / slider tick sounds. RetroAchievements - Inject the RA client version from a build-time secret kept out of public source, with a stock-PCSX2 fallback (no hardcore) for secret-less builds. Applies to the iOS client token too. Prevents third parties from copying our User-Agent. Game compatibility - Delta Force: Black Hawk Down (SLUS-21124 / SLES-53299) GameDB fixes (PR #401, XDarkFallenX).
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@@ -493,6 +493,8 @@ static __fi void VSyncStart(u64 sCycle)
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// Don't bother throttling if we're going to pause.
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if (!VMManager::Internal::IsExecutionInterrupted())
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VMManager::Internal::Throttle();
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else
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PerformanceMetrics::AdpfPauseFrameWork(); // interrupted → no Throttle → drop the ADPF period so the resume report excludes the pause
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gsPostVsyncStart(); // MUST be after framelimit; doing so before causes funk with frame times!
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