Merge pull request #6695 from Ebola16/UbershadersDecrip

Update Ubershader descriptions
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Léo Lam 2018-05-05 11:16:30 +02:00 committed by GitHub
commit 31efec623a
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2 changed files with 20 additions and 18 deletions

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@ -275,17 +275,18 @@ void GeneralWidget::AddDescriptions()
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader " 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 " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode."); "unsure, select this mode.");
static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = QT_TR_NOOP(
QT_TR_NOOP("Ubershaders will always be used. Provides a near stutter-free experience at the " "Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
"cost of high GPU requirements. Only recommended for high-end systems."); "high GPU performance requirements. Only recommended for high-end systems.");
static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION = static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION =
QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but " 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."); "specialized shaders will be used when they will not cause stuttering. In the "
static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = "best case it eliminates shader compilation stuttering while having minimal "
QT_TR_NOOP("Instead of using ubershaders during shader compilation, objects which use these " "performance impact, but results depend on video driver behavior.");
"shaders will be not be rendered. This can further reduce stuttering and " static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = QT_TR_NOOP(
"performance requirements, compared to ubershaders, at the cost of introducing " "Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
"visual glitches and broken effects. Not recommended."); "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 = 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 " 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 " "option may reduce stuttering or hitching for a short time after the game is "

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@ -307,17 +307,18 @@ static wxString shader_compile_sync_desc =
wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader " wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode."); "unsure, select this mode.");
static wxString shader_compile_uber_only_desc = static wxString shader_compile_uber_only_desc = wxTRANSLATE(
wxTRANSLATE("Ubershaders will always be used. Provides a near stutter-free experience at the " "Ubershaders will always be used. Provides a near stutter-free experience at the cost of high "
"cost of high GPU requirements. Only recommended for high-end systems."); "GPU performance requirements. Only recommended for high-end systems.");
static wxString shader_compile_async_uber_desc = static wxString shader_compile_async_uber_desc =
wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but " wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering."); "specialized shaders will be used when they will not cause stuttering. In the best "
static wxString shader_compile_async_skip_desc = "case it eliminates shader compilation stuttering while having minimal performance "
wxTRANSLATE("Instead of using ubershaders during shader compilation, objects which use these " "impact, but results depend on video driver behavior.");
"shaders will be not be rendered. This can further reduce stuttering and " static wxString shader_compile_async_skip_desc = wxTRANSLATE(
"performance requirements, compared to ubershaders, at the cost of introducing " "Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
"visual glitches and broken effects. Not recommended."); "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 = static wxString shader_compile_before_start_desc =
wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this " 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 " "option may reduce stuttering or hitching for a short time after the game is "