From 05205ce3d723fadd04ef005f324e65ce61e1dde6 Mon Sep 17 00:00:00 2001 From: Ryan Meredith Date: Tue, 1 May 2018 18:57:34 -0400 Subject: [PATCH] Update Ubershader descriptions --- .../Config/Graphics/GeneralWidget.cpp | 19 ++++++++++--------- Source/Core/DolphinWX/VideoConfigDiag.cpp | 19 ++++++++++--------- 2 files changed, 20 insertions(+), 18 deletions(-) diff --git a/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp b/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp index 339049bd20..ce33ccab29 100644 --- a/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp +++ b/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp @@ -294,17 +294,18 @@ void GeneralWidget::AddDescriptions() QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf " "unsure, select this mode."); - static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = - QT_TR_NOOP("Ubershaders will always be used. Provides a near stutter-free experience at the " - "cost of high GPU requirements. Only recommended for high-end systems."); + static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = QT_TR_NOOP( + "Ubershaders will always be used. Provides a near stutter-free experience at the cost of " + "high GPU performance requirements. Only recommended for high-end systems."); static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION = QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but " - "specialized shaders will be used when they will not cause stuttering."); - static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = - QT_TR_NOOP("Instead of using ubershaders during shader compilation, objects which use these " - "shaders will be not be rendered. This can further reduce stuttering and " - "performance requirements, compared to ubershaders, at the cost of introducing " - "visual glitches and broken effects. Not recommended."); + "specialized shaders will be used when they will not cause stuttering. In the " + "best case it eliminates shader compilation stuttering while having minimal " + "performance impact, but results depend on video driver behavior."); + static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = QT_TR_NOOP( + "Prevents shader compilation stuttering by not rendering waiting objects. Can work in " + "scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken " + "effects. Not recommended, only use if the other options give poor results on your system."); static const char* TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION = QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this " "option may reduce stuttering or hitching for a short time after the game is " diff --git a/Source/Core/DolphinWX/VideoConfigDiag.cpp b/Source/Core/DolphinWX/VideoConfigDiag.cpp index e9dea2c863..caf3ffe27b 100644 --- a/Source/Core/DolphinWX/VideoConfigDiag.cpp +++ b/Source/Core/DolphinWX/VideoConfigDiag.cpp @@ -299,17 +299,18 @@ static wxString shader_compile_sync_desc = wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf " "unsure, select this mode."); -static wxString shader_compile_uber_only_desc = - wxTRANSLATE("Ubershaders will always be used. Provides a near stutter-free experience at the " - "cost of high GPU requirements. Only recommended for high-end systems."); +static wxString shader_compile_uber_only_desc = wxTRANSLATE( + "Ubershaders will always be used. Provides a near stutter-free experience at the cost of high " + "GPU performance requirements. Only recommended for high-end systems."); static wxString shader_compile_async_uber_desc = wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but " - "specialized shaders will be used when they will not cause stuttering."); -static wxString shader_compile_async_skip_desc = - wxTRANSLATE("Instead of using ubershaders during shader compilation, objects which use these " - "shaders will be not be rendered. This can further reduce stuttering and " - "performance requirements, compared to ubershaders, at the cost of introducing " - "visual glitches and broken effects. Not recommended."); + "specialized shaders will be used when they will not cause stuttering. In the best " + "case it eliminates shader compilation stuttering while having minimal performance " + "impact, but results depend on video driver behavior."); +static wxString shader_compile_async_skip_desc = wxTRANSLATE( + "Prevents shader compilation stuttering by not rendering waiting objects. Can work in " + "scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken " + "effects. Not recommended, only use if the other options give poor results on your system."); static wxString shader_compile_before_start_desc = wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this " "option may reduce stuttering or hitching for a short time after the game is "