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Display: Ignore lagsync when auto frameskip on.
The delays in lag sync will only confuse the frameskipping code, because it will interpret the intentional delays as need for skipping. In theory, frameskip could ignore the lag sync time, but it would still make frameskip far less effective.
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@@ -988,7 +988,7 @@ void GameSettingsScreen::CreateViews() {
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static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
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View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy->GetName(), screenManager()));
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systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
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systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")))->SetDisabledPtr(&g_Config.bAutoFrameSkip);
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PopupSliderChoice *lockedMhz = systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (unstable)"), screenManager(), sy->T("MHz, 0:default")));
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lockedMhz->OnChange.Add([&](UI::EventParams &) {
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enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
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