diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index 59c7f12af4..8710f77998 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -1155,19 +1155,6 @@ void Renderer::UpdateWidescreenHeuristic() g_ActiveConfig.aspect_mode == AspectMode::AnalogWide)) return; - const auto& persp = flush_statistics.perspective; - const auto& ortho = flush_statistics.orthographic; - - DEBUG_LOG(VIDEO, - "flush stats: persp: 4:3=%ld 16:9=%ld other=%ld | ortho: 4:3=%ld 16:9=%ld other=%ld", - persp.normal_flush_count, persp.anamorphic_flush_count, persp.other_flush_count, - ortho.normal_flush_count, ortho.anamorphic_flush_count, ortho.other_flush_count); - - DEBUG_LOG(VIDEO, - "vertex stats: persp: 4:3=%ld 16:9=%ld other=%ld | ortho: 4:3=%ld 16:9=%ld other=%ld", - persp.normal_vertex_count, persp.anamorphic_vertex_count, persp.other_vertex_count, - ortho.normal_vertex_count, ortho.anamorphic_vertex_count, ortho.other_vertex_count); - // Modify the threshold based on which aspect ratio we're already using: // If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa. static constexpr u32 TRANSITION_THRESHOLD = 3; @@ -1179,6 +1166,9 @@ void Renderer::UpdateWidescreenHeuristic() return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD; }; + const auto& persp = flush_statistics.perspective; + const auto& ortho = flush_statistics.orthographic; + const auto ortho_looks_anamorphic = looks_anamorphic(ortho); if (looks_anamorphic(persp) || ortho_looks_anamorphic)