Qt: Minor adjustments to graphics window descriptions
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@ -93,7 +93,7 @@ void AdvancedWidget::CreateWidgets()
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m_enable_cropping = new GraphicsBool(tr("Crop"), Config::GFX_CROP);
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m_enable_prog_scan = new QCheckBox(tr("Enable Progressive Scan"));
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m_backend_multithreading =
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new GraphicsBool(tr("Backend Multi-threading"), Config::GFX_BACKEND_MULTITHREADING);
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new GraphicsBool(tr("Backend Multithreading"), Config::GFX_BACKEND_MULTITHREADING);
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misc_layout->addWidget(m_enable_cropping, 0, 0);
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misc_layout->addWidget(m_enable_prog_scan, 0, 1);
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@ -160,8 +160,8 @@ void AdvancedWidget::AddDescriptions()
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static const char TR_SHOW_STATS_DESCRIPTION[] =
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QT_TR_NOOP("Shows various rendering statistics.\n\nIf unsure, leave this unchecked.");
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static const char TR_TEXTURE_FORMAT_DESCRIPTION[] = QT_TR_NOOP(
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"Modifies textures to show the format they're encoded in. May require an emulation reset to "
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"apply.\n\nIf unsure, leave this unchecked.");
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"Modifies textures to show the format they're encoded in.\n\nMay require an emulation "
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"reset to apply.\n\nIf unsure, leave this unchecked.");
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static const char TR_VALIDATION_LAYER_DESCRIPTION[] =
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QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in "
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"debugging graphical issues.\n\nIf unsure, leave this unchecked.");
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@ -171,9 +171,9 @@ void AdvancedWidget::AddDescriptions()
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static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Loads custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this "
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"unchecked.");
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static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] =
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QT_TR_NOOP("Caches custom textures to system RAM on startup.\nThis can require exponentially "
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"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
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static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Caches custom textures to system RAM on startup.\n\nThis can require exponentially "
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"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
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static const char TR_DUMP_EFB_DESCRIPTION[] = QT_TR_NOOP(
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"Dumps the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this "
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"unchecked.");
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@ -182,7 +182,7 @@ void AdvancedWidget::AddDescriptions()
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"upscaling.\n\nIf unsure, leave this unchecked.");
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static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP(
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"Creates frame dumps and screenshots at the internal resolution of the renderer, rather than "
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"the size of the window it is displayed within. If the aspect ratio is widescreen, the "
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"the size of the window it is displayed within.\n\nIf the aspect ratio is widescreen, the "
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"output image will be scaled horizontally to preserve the vertical resolution.\n\nIf "
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"unsure, leave this unchecked.");
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#if defined(HAVE_FFMPEG)
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@ -201,15 +201,15 @@ void AdvancedWidget::AddDescriptions()
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"Enables progressive scan if supported by the emulated software. Most games don't have "
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"any issue with this.\n\nIf unsure, leave this unchecked.");
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static const char TR_BACKEND_MULTITHREADING_DESCRIPTION[] =
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QT_TR_NOOP("Enables multi-threaded command submission in backends where supported. Enabling "
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QT_TR_NOOP("Enables multithreaded command submission in backends where supported. Enabling "
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"this option may result in a performance improvement on systems with more than "
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"two CPU cores. Currently, this is limited to the Vulkan backend.\n\nIf unsure, "
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"leave this checked.");
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static const char TR_DEFER_EFB_ACCESS_INVALIDATION_DESCRIPTION[] =
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QT_TR_NOOP("Defers invalidation of the EFB access cache until a GPU synchronization command "
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"is executed. If disabled, the cache will be invalidated with every draw call. "
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"May improve performance in some games which rely on CPU EFB Access at the cost "
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"of stability.\n\nIf unsure, leave this unchecked.");
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static const char TR_DEFER_EFB_ACCESS_INVALIDATION_DESCRIPTION[] = QT_TR_NOOP(
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"Defers invalidation of the EFB access cache until a GPU synchronization command "
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"is executed. If disabled, the cache will be invalidated with every draw call. "
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"\n\nMay improve performance in some games which rely on CPU EFB Access at the cost "
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"of stability.\n\nIf unsure, leave this unchecked.");
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#ifdef _WIN32
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static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
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@ -290,8 +290,8 @@ void EnhancementsWidget::SaveSettings()
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void EnhancementsWidget::AddDescriptions()
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{
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static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
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QT_TR_NOOP("Controls the rendering resolution. A high resolution greatly improves visual "
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"quality, but also greatly increases GPU load and can cause issues in "
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QT_TR_NOOP("Controls the rendering resolution.\n\nA high resolution greatly improves "
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"visual quality, but also greatly increases GPU load and can cause issues in "
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"certain games. Generally speaking, the lower the internal resolution, the "
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"better performance will be.\n\nIf unsure, select Native.");
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@ -312,13 +312,13 @@ void EnhancementsWidget::AddDescriptions()
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static const char TR_SCALED_EFB_COPY_DESCRIPTION[] =
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QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture "
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"effects. Slightly increases GPU load and causes relatively few graphical issues. "
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"Raising the internal resolution will improve the effect of this setting.\n\nIf "
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"unsure, leave this checked.");
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"effects.\n\nSlightly increases GPU load and causes relatively few graphical "
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"issues. Raising the internal resolution will improve the effect of this setting. "
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"\n\nIf unsure, leave this checked.");
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static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
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"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
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"appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
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"slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
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"appearance of lit polygons and making individual triangles less noticeable.\n\nRarely "
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"causes slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
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static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
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"Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to "
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"\"Force 16:9\" to force 4:3-only games to run at 16:9.\n\nRarely produces good results and "
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@ -330,11 +330,11 @@ void EnhancementsWidget::AddDescriptions()
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"emulation.\n\nIf unsure, leave this unchecked.");
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static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
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"Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
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"of depth if the necessary hardware is present.\n\nSide-by-Side and Top-and-Bottom are "
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"of depth if the necessary hardware is present. Heavily decreases "
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"emulation speed and sometimes causes issues.\n\nSide-by-Side and Top-and-Bottom are "
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"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
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"used when the monitor supports 3D display resolutions.\nPassive is another type of 3D "
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"used by some TVs.\n\nHeavily decreases "
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"emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
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"used by some TVs.\n\nIf unsure, select Off.");
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static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
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"Controls the separation distance between the virtual cameras. \n\nA higher "
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"value creates a stronger feeling of depth while a lower value is more comfortable.");
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@ -347,12 +347,12 @@ void EnhancementsWidget::AddDescriptions()
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"mode.\n\nIf unsure, leave this unchecked.");
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static const char TR_FORCE_24BIT_DESCRIPTION[] =
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QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
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"quality by reducing color banding. Has no impact on performance and causes "
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"quality by reducing color banding.\n\nHas no impact on performance and causes "
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"few graphical issues.\n\nIf unsure, leave this checked.");
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static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] =
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QT_TR_NOOP("Filters all textures, including any that the game explicitly set as "
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"unfiltered.\nMay improve quality of certain textures in some games, but will "
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"cause issues in others.\n\nIf unsure, leave this unchecked.");
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"unfiltered.\n\nMay improve quality of certain textures in some games, but "
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"will cause issues in others.\n\nIf unsure, leave this unchecked.");
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static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] =
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QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in "
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"some games as \"deflickering\" or \"smoothing\". \n\nDisabling the filter has no "
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@ -202,7 +202,7 @@ void GeneralWidget::AddDescriptions()
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"select the backend that is least problematic.\n\nIf unsure, select OpenGL.");
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#else
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static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
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"Selects what graphics API to use internally.\n\nThe software renderer is extremely "
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"Selects which graphics API to use internally.\n\nThe software renderer is extremely "
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"slow and only useful for debugging, so any of the other backends are "
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"recommended.\n\nIf unsure, select OpenGL.");
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#endif
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@ -219,21 +219,21 @@ void GeneralWidget::AddDescriptions()
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QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
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"a separate render window.\n\nIf unsure, leave this unchecked.");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
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"Selects what aspect ratio to use when rendering:\n\nAuto: Uses the native aspect "
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"Selects which aspect ratio to use when rendering.\n\nAuto: Uses the native aspect "
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"ratio\nForce 16:9: Mimics an analog TV with a widescreen aspect ratio.\nForce 4:3: "
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"Mimics a standard 4:3 analog TV.\nStretch to Window: Stretches the picture to the "
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"window size.\n\nIf unsure, select Auto.");
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static const char TR_VSYNC_DESCRIPTION[] =
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QT_TR_NOOP("Waits for vertical blanks in order to prevent tearing. Decreases performance if "
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"emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
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QT_TR_NOOP("Waits for vertical blanks in order to prevent tearing.\n\nDecreases performance "
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"if emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHOW_FPS_DESCRIPTION[] =
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QT_TR_NOOP("Shows the number of frames rendered per second as a measure of "
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"emulation speed.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] =
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QT_TR_NOOP("Shows the players' maximum ping while playing on "
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QT_TR_NOOP("Shows the player's maximum ping while playing on "
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"NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char TR_LOG_RENDERTIME_DESCRIPTION[] =
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QT_TR_NOOP("Logs the render time of every frame to User/Logs/render_time.txt. Use this "
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QT_TR_NOOP("Logs the render time of every frame to User/Logs/render_time.txt.\n\nUse this "
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"feature when to measure the performance of Dolphin.\n\nIf "
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"unsure, leave this unchecked.");
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static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
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@ -241,20 +241,20 @@ void GeneralWidget::AddDescriptions()
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"while playing NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
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"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
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"unsure, select this mode.");
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"compilation, but GPU demands are low.\n\nRecommended for low-end hardware. "
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"\n\nIf unsure, select this mode.");
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static const char TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION[] = QT_TR_NOOP(
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"Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
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"high GPU performance requirements. Only recommended for high-end systems.");
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"high GPU performance requirements.\n\nOnly recommended for high-end systems.");
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static const char TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but "
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"specialized shaders will be used when they will not cause stuttering. In the "
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"specialized shaders will be used when they will not cause stuttering.\n\nIn the "
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"best case it eliminates shader compilation stuttering while having minimal "
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"performance impact, but results depend on video driver behavior.");
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static const char TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION[] = QT_TR_NOOP(
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"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
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"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
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"effects. Not recommended, only use if the other options give poor results.");
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"effects.\n\nNot recommended, only use if the other options give poor results.");
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static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
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QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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@ -212,11 +212,11 @@ void HacksWidget::AddDescriptions()
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"RAM (and Texture)\n\nIf unsure, leave this checked.");
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static const char TR_DEFER_EFB_COPIES_DESCRIPTION[] = QT_TR_NOOP(
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"Waits until the game synchronizes with the emulated GPU before writing the contents of EFB "
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"copies to RAM. Reduces the overhead of EFB RAM copies, providing a performance boost in "
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"copies to RAM.\n\nReduces the overhead of EFB RAM copies, providing a performance boost in "
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"many games, at the risk of breaking those which do not safely synchronize with the "
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"emulated GPU.\n\nIf unsure, leave this checked.");
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static const char TR_ACCUARCY_DESCRIPTION[] = QT_TR_NOOP(
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"Adjusts the accuracy at which the GPU receives texture updates from RAM.\n\n "
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"Adjusts the accuracy at which the GPU receives texture updates from RAM.\n\n"
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"The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
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"from RAM. Lower accuracies cause in-game text to appear garbled in certain "
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"games.\n\nIf unsure, select the rightmost value.");
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@ -228,13 +228,12 @@ void HacksWidget::AddDescriptions()
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static const char TR_IMMEDIATE_XFB_DESCRIPTION[] =
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QT_TR_NOOP("Displays XFB copies as soon as they are created, instead of waiting for "
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"scanout. Can cause graphical defects "
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"in some games if the game doesn't expect all XFB copies to be displayed. "
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"However, turning this setting on reduces latency."
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"\n\nIf unsure, leave this unchecked.");
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"scanout.\n\nCan cause graphical defects in some games if the game doesn't "
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"expect all XFB copies to be displayed. However, turning this setting on reduces "
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"latency.\n\nIf unsure, leave this unchecked.");
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static const char TR_GPU_DECODING_DESCRIPTION[] =
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QT_TR_NOOP("Enables texture decoding using the GPU instead of the CPU. This may result in "
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QT_TR_NOOP("Enables texture decoding using the GPU instead of the CPU.\n\nThis may result in "
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"performance gains in some scenarios, or on systems where the CPU is the "
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"bottleneck.\n\nIf unsure, leave this unchecked.");
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