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Don't reset frame counters for XeFG
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@@ -519,7 +519,6 @@ void XeFG_Dx12::EvaluateState(ID3D12Device* device, FG_Constants& fgConstants)
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{
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CreateObjects(device);
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CreateContext(device, fgConstants);
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ResetCounters();
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UpdateTarget();
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}
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else if ((!Config::Instance()->FGEnabled.value_or_default() || State::Instance().FGchanged) && IsActive())
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@@ -536,7 +535,6 @@ void XeFG_Dx12::EvaluateState(ID3D12Device* device, FG_Constants& fgConstants)
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if (State::Instance().FGchanged)
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{
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LOG_DEBUG("(FG) Frame generation paused");
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ResetCounters();
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UpdateTarget();
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if (State::Instance().activeFgInput == FGInput::Upscaler)
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