diff --git a/src/android/app/src/main/res/values/strings.xml b/src/android/app/src/main/res/values/strings.xml
index 02860364a9..ceb31457d3 100644
--- a/src/android/app/src/main/res/values/strings.xml
+++ b/src/android/app/src/main/res/values/strings.xml
@@ -493,9 +493,9 @@
Force maximum clocks (Adreno only)
Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).
GPU async emulation
- Runs GPU emulation asynchronously to reduce CPU stalls and improve throughput. Disable this only if you run into timing-related issues.
+ This hack can improve performance by running GPU emulation asynchronously at the cost of increasing graphical glitches and crashing rates.
Asynchronous presentation
- Slightly improves performance by moving presentation to a separate CPU thread.
+ This hack can improve performance within Vulkan presentation at the cost of graphical issues.
Use reactive flushing
Improves rendering accuracy in some games at the cost of performance.
Enable buffer history
@@ -512,7 +512,7 @@
Fix Bloom Effects
Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games.
Emulate BGR565
- Fixes problems with inverted colors in games or strange artifacts or strange shadows.
+ Fixes problems with inverted colors in games in older devices without native BGR565 support, at the cost of performance.
Use asynchronous shaders
Compiles shaders asynchronously. This may reduce stutters but may also introduce glitches.
GPU Unswizzle Settings
@@ -534,7 +534,7 @@
Controls the number of features that can be used in Extended Dynamic State. Higher numbers allow for more features and can increase performance, but may cause issues with some drivers and vendors.
Disabled
Vertex Input Dynamic State
- Enables vertex input dynamic state feature for better quality and performance.
+ Enables vertex input dynamic state helps to reduce the amount of shader recompilations, but may cause issues in some games and drivers.
Sample Shading
Allows the fragment shader to execute per sample in a multi-sampled fragment instead once per fragment. Improves graphics quality at the cost of some performance.
diff --git a/src/common/settings.h b/src/common/settings.h
index 13ccf5a1d5..6d845840c2 100644
--- a/src/common/settings.h
+++ b/src/common/settings.h
@@ -393,7 +393,7 @@ struct Values {
"optimize_spirv_output",
Category::Renderer};
SwitchableSetting use_asynchronous_gpu_emulation{
- linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
+ linkage, false, "use_asynchronous_gpu_emulation", Category::Renderer};
// *nix platforms may have issues with the borderless windowed fullscreen mode.
// Default to exclusive fullscreen on these platforms for now.
SwitchableSetting fullscreen_mode{linkage,
@@ -546,7 +546,7 @@ struct Values {
true};
SwitchableSetting async_presentation{linkage,
#ifdef ANDROID
- true,
+ false,
#else
false,
#endif
@@ -608,7 +608,7 @@ struct Values {
#if defined (ANDROID)
false,
#else
- true,
+ false,
#endif
"vertex_input_dynamic_state", Category::RendererExtensions};