From 6c153591371d59f651cdc5cdb7612d3e48e56637 Mon Sep 17 00:00:00 2001 From: PCSX2 Bot Date: Thu, 28 Dec 2023 04:01:10 +0000 Subject: [PATCH] Qt: Update Base Translation --- pcsx2-qt/Translations/pcsx2-qt_en.ts | 1242 +++++++++++++------------- 1 file changed, 640 insertions(+), 602 deletions(-) diff --git a/pcsx2-qt/Translations/pcsx2-qt_en.ts b/pcsx2-qt/Translations/pcsx2-qt_en.ts index 5833f0ee30..3cef425b23 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_en.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_en.ts @@ -354,305 +354,305 @@ Login token generated on %2. Achievements - + Hardcore mode will be enabled on system reset. - - - - {0} cannot be performed while hardcore mode is active. Do you want to disable hardcore mode? {0} will be cancelled if you select No. - - - - - Hardcore mode is now enabled. - - - - - {} (Hardcore Mode) - - - - - {} (Unofficial) - - - - - Mastered {} - - - - - Leaderboard attempt started. - - - - - Leaderboard attempt failed. - - - - - Your Time: {}{} - - - - - Your Score: {}{} - - - - - Your Value: {}{} - - - - - (Submitting) - - - - - Achievements Disconnected - - - - - An unlock request could not be completed. We will keep retrying to submit this request. - - - - - Achievements Reconnected - - - - - All pending unlock requests have completed. - - - - - Hardcore mode is now disabled. - - + {0} cannot be performed while hardcore mode is active. Do you want to disable hardcore mode? {0} will be cancelled if you select No. + + + + + Hardcore mode is now enabled. + + + + + {} (Hardcore Mode) + + + + + {} (Unofficial) + + + + + Mastered {} + + + + + Leaderboard attempt started. + + + + + Leaderboard attempt failed. + + + + + Your Time: {}{} + + + + + Your Score: {}{} + + + + + Your Value: {}{} + + + + + (Submitting) + + + + + Achievements Disconnected + + + + + An unlock request could not be completed. We will keep retrying to submit this request. + + + + + Achievements Reconnected + + + + + All pending unlock requests have completed. + + + + + Hardcore mode is now disabled. + + + + + Confirm Hardcore Mode - + Active Challenge Achievements - + (Hardcore Mode) - + You have unlocked all achievements and earned {} points! - + You have unlocked {0} of {1} achievements, and earned {2} of {3} points. - + {0} achievements, {1} points - + Your Time: {0} (Best: {1}) - + Your Score: {0} (Best: {1}) - + Your Value: {0} (Best: {1}) - + {0} Leaderboard Position: {1} of {2} - + Server error in {0}: {1} - + Score: {0} ({1} softcore) Unread messages: {2} - + Yes - + No - + You have unlocked {0} of {1} achievements, earning {2} of {3} possible points. - + Unknown - + Locked - + Unlocked - + Unsupported - + Unofficial - + Recently Unlocked - + Active Challenges - + Almost There - + {} points - + {} point - + XXX points - + Unlocked: {} - + This game has {} leaderboards. - + Submitting scores is disabled because hardcore mode is off. Leaderboards are read-only. - + Show Best - + Show Nearby - + Rank - + Name - + Time - + Score - + Value - + Date Submitted - + Downloading leaderboard data, please wait... - - + + Loading... - - + + Leaderboard download failed - - + + This game has no achievements. - + Failed to read executable from disc. Achievements disabled. @@ -673,182 +673,212 @@ Unread messages: {2} - - + + Chop/Zero (Default) - + + Changes how PCSX2 handles rounding while emulating the Emotion Engine's Floating Point Unit (EE FPU). Because the various FPUs in the PS2 are non-compliant with international standards, some games may need different modes to do math correctly. The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b> + + + + Clamping Mode - - - + + + Normal (Default) - - + + Changes how PCSX2 handles keeping floats in a standard x86 range. The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b> + + + + + Enable Recompiler - - - - - - + + + + - - - + + + + + Checked - + Performs just-in-time binary translation of 64-bit MIPS-IV machine code to x86. - + Wait Loop Detection Wait loop: When the game makes the CPU do nothing (loop/spin) while it waits for something to happen (usually an interrupt). - + Moderate speedup for some games, with no known side effects. - + Enable Cache (Slow) - - + + Unchecked - + Interpreter only, provided for diagnostic. - + INTC Spin Detection INTC = Name of a PS2 register, leave as-is. "spin" = to make a cpu (or gpu) actively do nothing while you wait for something. Like spinning in a circle, you're moving but not actually going anywhere. - + Huge speedup for some games, with almost no compatibility side effects. - + Enable Fast Memory Access - + Uses backpatching to avoid register flushing on every memory access. "Backpatching" = To edit previously generated code to change what it does (in this case, we generate direct memory accesses, then backpatch them to jump to a fancier handler function when we realize they need the fancier handler function) - + Pause On TLB Miss - + Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note that the VM will pause after the end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid access occurred. - + VU0 Rounding Mode - + + Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 0 (EE VU0). The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b> + + + + VU1 Rounding Mode - + + Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 1 (EE VU1). The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b> + + + + VU0 Clamping Mode - + + Changes how PCSX2 handles keeping floats in a standard x86 range in the Emotion Engine's Vector Unit 0 (EE VU0). The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b> + + + + VU1 Clamping Mode - + + Changes how PCSX2 handles keeping floats in a standard x86 range in the Emotion Engine's Vector Unit 1 (EE VU1). The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b> + + + + Enable VU0 Recompiler (Micro Mode) VU0 = Vector Unit 0. One of the PS2's processors. - + Enables VU0 Recompiler. - + Enable VU1 Recompiler VU1 = Vector Unit 1. One of the PS2's processors. - + Enables VU1 Recompiler. - + mVU Flag Hack mVU = PCSX2's recompiler for VU (Vector Unit) code (full name: microVU) - + Good speedup and high compatibility, may cause graphical errors. - + Performs just-in-time binary translation of 32-bit MIPS-I machine code to x86. - + Enable Game Fixes - + Automatically loads and applies fixes to known problematic games on game start. - + Enable Compatibility Patches - + Automatically loads and applies compatibility patches to known problematic games. @@ -1118,13 +1148,13 @@ Unread messages: {2} - + Volume - + 100% @@ -1232,7 +1262,7 @@ Unread messages: {2} - + 20 ms @@ -1310,9 +1340,9 @@ Unread messages: {2} - - - + + + Default @@ -1362,55 +1392,70 @@ Unread messages: {2} - + + This is the default length of a single processing sequence in milliseconds which determines the how the original sound is chopped in the time-stretch algorithm. Larger values mean fewer sequences are used in processing. In principle a larger value sounds better when slowing down the tempo, but worse when increasing the tempo and vice versa. + + + + Seek Window Size Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search. - + + The seeking window is for the algorithm that seeks the best possible overlapping location. This determines from how wide a sample window the algorithm can use to find an optimal mixing location when the sound sequences are to be linked back together. + + + + Overlap - + 10 ms + When the sound sequences are mixed back together to form again a continuous sound stream, this parameter defines how much the ends of the consecutive sequences will overlap with each other. + + + + Pre-applies a volume modifier to the game's audio output before forwarding it to your computer. - + Use Global Setting [%1] - + %1% Variable value that indicates a percentage. Preserve the %1 variable, adapt the latter % (and/or any possible spaces) to your language's ruleset. - + N/A Preserve the %1 variable, adapt the latter ms (and/or any possible spaces in between) to your language's ruleset. - + %1 ms - + Average Latency: %1 ms (%2 ms buffer + %3 ms output) - + Average Latency: %1 ms (minimum output latency unknown) @@ -1419,8 +1464,8 @@ Unread messages: {2} AutoUpdaterDialog - - + + Automatic Updater @@ -1460,62 +1505,62 @@ Unread messages: {2} - + Updater Error - + <h2>Changes:</h2> - + <h2>Save State Warning</h2><p>Installing this update will make your save states <b>incompatible</b>. Please ensure you have saved your games to a Memory Card before installing this update or you will lose progress.</p> - + <h2>Settings Warning</h2><p>Installing this update will reset your program configuration. Please note that you will have to reconfigure your settings after this update.</p> - + Savestate Warning - + <h1>WARNING</h1><p style='font-size:12pt;'>Installing this update will make your <b>save states incompatible</b>, <i>be sure to save any progress to your memory cards before proceeding</i>.</p><p>Do you wish to continue?</p> - + Downloading %1... - + No updates are currently available. Please try again later. - + Current Version: %1 (%2) - + New Version: %1 (%2) - + Download Size: %1 MB - + Loading... @@ -1790,12 +1835,12 @@ Unread messages: {2} CDVD - + Game disc location is on a removable drive, performance issues such as jittering and freezing may occur. - + Saving CDVD block dump to '{}'. @@ -8488,12 +8533,12 @@ Do you want to load this save and continue? - + Stencil buffers and texture barriers are both unavailable, this will break some graphical effects. - + Spin GPU During Readbacks is enabled, but calibrated timestamps are unavailable. This might be really slow. @@ -8549,7 +8594,7 @@ Do you want to load this save and continue? GameDatabase - + {0} Current Blending Accuracy is {1}. Recommended Blending Accuracy for this game is {2}. You can adjust the blending level in Game Properties to improve @@ -8557,39 +8602,39 @@ graphical quality, but this will increase system requirements. - + Manual GS hardware renderer fixes are enabled, automatic fixes were not applied: - + No tracks provided. - + Hash {} is not in database. - + Data track number does not match data track in database. - + Track {0} with hash {1} is not found in database. - + Track {0} with hash {1} is for a different game ({2}). - + Track {0} with hash {1} does not match database track. @@ -9647,10 +9692,10 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - - + + + + Off (Default) @@ -9662,11 +9707,10 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - - - + + + + Automatic (Default) @@ -9731,7 +9775,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Bilinear (Smooth) Smooth: Refers to the texture clarity. @@ -9797,37 +9841,37 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Screen Offsets - + VSync - + Show Overscan - + Enable Widescreen Patches - + Enable No-Interlacing Patches - + Anti-Blur @@ -9838,7 +9882,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Disable Interlace Offset @@ -9849,13 +9893,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Screen Resolution - + Internal Resolution @@ -9866,7 +9910,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + PNG @@ -9933,7 +9977,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Bilinear (PS2) @@ -9980,7 +10024,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Unscaled (Default) @@ -9996,7 +10040,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Basic (Recommended) @@ -10032,7 +10076,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Full (Hash Cache) @@ -10048,25 +10092,25 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + GPU Palette Conversion - + Manual Hardware Renderer Fixes - + Spin GPU During Readbacks - + Spin CPU During Readbacks @@ -10077,15 +10121,15 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - - + + Mipmapping - - + + Auto Flush @@ -10113,8 +10157,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - - + + 0 (Disabled) 0 (Disabled) @@ -10171,24 +10215,24 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Disable Depth Emulation - + Disable Safe Features - + Preload Frame Data - + Texture Inside RT @@ -10287,13 +10331,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Merge Sprite - + Align Sprite @@ -10354,25 +10398,25 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Disable Partial Source Invalidation - + Read Targets When Closing - + Estimate Texture Region - + Disable Render Fixes @@ -10388,7 +10432,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Wild Arms Hack Wild Arms: name of a game series. Leave as-is or use an official translation. @@ -10448,31 +10492,31 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Dump Textures - + Dump Mipmaps - + Dump FMV Textures - + Load Textures - + Precache Textures @@ -10495,8 +10539,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - - + + None (Default) @@ -10517,7 +10561,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + FXAA @@ -10569,7 +10613,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Shade Boost @@ -10584,7 +10628,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Saturation @@ -10605,43 +10649,42 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Show Indicators - + Show Resolution - + Show Inputs - + Show GPU Usage - + Show Settings - + Show FPS - Disable Dual-Source Blending @@ -10657,13 +10700,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Show Statistics - + Asynchronous Texture Loading @@ -10674,19 +10717,19 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Show CPU Usage - + Warn About Unsafe Settings - + Show Frame Times @@ -10719,7 +10762,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Extra Arguments @@ -10801,19 +10844,19 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Zstandard (zst) - + Skip Presenting Duplicate Frames - + Use Blit Swap Chain Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit \nSwap chain: see Microsoft's Terminology Portal. ---------- @@ -10823,7 +10866,7 @@ Swap chain: see Microsoft's Terminology Portal. - + Disable Threaded Presentation @@ -10867,19 +10910,17 @@ Swap chain: see Microsoft's Terminology Portal. - Use Debug Device - + Show Speed Percentages - Disable Framebuffer Fetch @@ -10947,823 +10988,815 @@ Swap chain: see Microsoft's Terminology Portal. - - + + Use Global Setting [%1] - - - - - + + - - - - - - - - - - + + + + + + + + - - - - - - - - - + + + + + + + + - - + + + + - - - - - - - - - + + + + + + + + + - - - - - - - + + + + + + + + Unchecked - + Automatically loads and applies widescreen patches on game start. Can cause issues. - + Automatically loads and applies no-interlacing patches on game start. Can cause issues. - + Disables interlacing offset which may reduce blurring in some situations. - + Bilinear Filtering - + Enables bilinear post processing filter. Smooths the overall picture as it is displayed on the screen. Corrects positioning between pixels. - + Enables PCRTC Offsets which position the screen as the game requests. Useful for some games such as WipEout Fusion for its screen shake effect, but can make the picture blurry. PCRTC: Programmable CRT (Cathode Ray Tube) Controller. - + Enables the option to show the overscan area on games which draw more than the safe area of the screen. - + FMV Aspect Ratio - + Overrides the full-motion video (FMV) aspect ratio. - + Control the texture's trilinear filtering of the emulation. - + Control the accuracy level of the GS blending unit emulation.<br> The higher the setting, the more blending is emulated in the shader accurately, and the higher the speed penalty will be.<br> Do note that Direct3D's blending is reduced in capability compared to OpenGL/Vulkan. - + Software Rendering Threads - + CPU Sprite Render Size - + Software CLUT Render - + This option disables game-specific render fixes. - + By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise. This hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load. It helps with the Snowblind engine games. - + Framebuffer Conversion - + Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU. Helps Harry Potter and Stuntman games. It has a big impact on performance. - + Disabled - + Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer. - + Flushes all targets in the texture cache back to local memory when shutting down. Can prevent lost visuals when saving state or switching renderers, but can also cause graphical corruption. - + Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games). - + Fixes issues with upscaling (vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc. Namco: a game publisher and development company. Leave the name as-is. Ace Combat, Tekken, Soul Calibur: game names. Leave as-is or use official translations. - + Dumps replaceable textures to disk. Will reduce performance. - + Includes mipmaps when dumping textures. - + Allows texture dumping when FMVs are active. You should not enable this. - + Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled. - + Loads replacement textures where available and user-provided. - + Preloads all replacement textures to memory. Not necessary with asynchronous loading. - + Enables FidelityFX Contrast Adaptive Sharpening. - + Determines the intensity the sharpening effect in CAS post-processing. - + Adjusts brightness. 50 is normal. - + Adjusts contrast. 50 is normal. - + Adjusts saturation. 50 is normal. - + Scales the size of the onscreen OSD from 50% to 500%. - + Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion. - + Displays various settings and the current values of those settings, useful for debugging. - + Displays a graph showing the average frametimes. - + Allow Exclusive Fullscreen - + Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.<br>Disallowing exclusive fullscreen may enable smoother task switching and overlays, but increase input latency. - - - - - - - + + + + + + + Checked - + Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry. - + Enable this option to match PCSX2's refresh rate with your current monitor or screen. VSync is automatically disabled when it is not possible (eg. running at non-100% speed). - + Integer Scaling - + Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games. - + Aspect Ratio - + Auto Standard (4:3/3:2 Progressive) - + Changes the aspect ratio used to display the console's output to the screen. The default is Auto Standard (4:3/3:2 Progressive) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era. - + Deinterlacing - + Screenshot Size - + Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of file size. - + Screenshot Format - + Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail. - + Screenshot Quality - - + + 50% - + Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG, and reduce file size for PNG. - - + + 100% - + Vertical Stretch - + Stretches (&lt; 100%) or squashes (&gt; 100%) the vertical component of the display. - + Fullscreen Mode - - - + + + Borderless Fullscreen - + Chooses the fullscreen resolution and frequency. - + Left - - - - + + + + 0px - + Changes the number of pixels cropped from the left side of the display. - + Top - + Changes the number of pixels cropped from the top of the display. - + Right - + Changes the number of pixels cropped from the right side of the display. - + Bottom - + Changes the number of pixels cropped from the bottom of the display. - + Native (PS2) (Default) - + Control the resolution at which games are rendered. High resolutions can impact performance on older or lower-end GPUs.<br>Non-native resolution may cause minor graphical issues in some games.<br>FMV resolution will remain unchanged, as the video files are pre-rendered. - + Control the accuracy level of the mipmapping emulation. - + Texture Filtering - + Control the texture filtering of the emulation. - + Trilinear Filtering - + Anisotropic Filtering - + Reduces texture aliasing at extreme viewing angles. - + Dithering - + Reduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Scaled: Upscaling-aware / Highest dithering effect. - + Blending Accuracy - + Texture Preloading - + Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible. Improves performance in most games, but can make a small selection slower. - + When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU. - + Enabling this option gives you the ability to change the renderer and upscaling fixes to your games. However IF you have ENABLED this, you WILL DISABLE AUTOMATIC SETTINGS and you can re-enable automatic settings by unchecking this option. - + Does useless work on the CPU during readbacks to prevent it from going to into powersave modes. May improve performance but with a significant increase in power usage. - + Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance but with a significant increase in power usage. - + 2 threads - + Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging). If you have 4 threads on your CPU pick 2 or 3. You can calculate how to get the best performance (amount of CPU threads - 2). 7+ threads will not give much more performance and could perhaps even lower it. - - + + Force a primitive flush when a framebuffer is also an input texture. Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA. - + Enables mipmapping, which some games require to render correctly. - + Skipdraw Range Start - - - - + + + + 0 - - + + Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right. - + Skipdraw Range End - + Disable the support of depth buffers in the texture cache. It can help to increase speed but it will likely create various glitches. - + This option disables multiple safe features. Disables accurate Unscale Point and Line rendering which can help Xenosaga games. Disables accurate GS Memory Clearing to be done on the CPU, and let the GPU handle it, which can help Kingdom Hearts games. - + Uploads GS data when rendering a new frame to reproduce some effects accurately. - + Half Pixel Offset - + Might fix some misaligned fog, bloom, or blend effect. - + Round Sprite - + Corrects the sampling of 2D sprite textures when upscaling. Fixes lines in sprites of games like Ar tonelico when upscaling. Half option is for flat sprites, Full is for all sprites. - + Texture Offsets X - - + + Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too. ST and UV are different types of texture coordinates, like XY would be spatial coordinates. - + Texture Offsets Y - + Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games. Wild Arms: name of a game series. Leave as-is or use an official translation. - + Bilinear Upscale - + Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare. - + Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines. - + Contrast Adaptive Sharpening You might find an official translation for this on AMD's website (Spanish version linked): https://www.amd.com/es/technologies/radeon-software-fidelityfx - + Sharpness - + Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50. - + Applies the FXAA anti-aliasing algorithm to improve the visual quality of games. - + Brightness - - - + + + 50 - + Contrast - + TV Shader - + Applies a shader which replicates the visual effects of different styles of television set. - + OSD Scale - + Show OSD Messages - + Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc. - + Shows the internal frame rate of the game in the top-right corner of the display. - + Shows the current emulation speed of the system in the top-right corner of the display as a percentage. - + Shows the resolution of the game in the top-right corner of the display. - + Shows host's CPU utilization. - + Shows host's GPU utilization. - + Shows counters for internal graphical utilization, useful for debugging. - + Shows the current controller state of the system in the bottom-left corner of the display. - + Displays warnings when settings are enabled which may break games. - + Enable Extra Arguments - + Leave It Blank - + Parameters passed to selected video codec.<br> You must use '=' to separate key from value and ':' to separate two pairs from each other.<br> For example: "crf = 21 : preset = veryfast" - - Override Texture Barriers - - - - + GS Dump Compression - + Change the compression algorithm used when creating a GS dump. - + Uses a blit presentation model instead of flipping when using the Direct3D 11 renderer. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems. Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit - + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - + Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues. Could reduce chance of missing a frame or reduce tearing at the expense of more erratic frame times. Only applies to the Vulkan renderer. - + Enable Debug Device - + Enables API-level validation of graphics commands. - + GS Download Mode - + Accurate - + Skips synchronizing with the GS thread and host GPU for GS downloads. Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. If games are broken and you have this option enabled, please disable it first. - + Default This string refers to a default codec, whether it's an audio codec or a video codec. - - + + (Default) @@ -13881,18 +13914,18 @@ The saves will not be recoverable. MemoryCard - - + + Memory Card '{}' was saved to storage. - + Memory Cards reinserted. - + Force ejecting all Memory Cards. Reinserting in 1 second. @@ -13911,25 +13944,25 @@ The saves will not be recoverable. - + 8 MB File - + 16 MB File - + 32 MB File - + 64 MB File @@ -13949,68 +13982,68 @@ The saves will not be recoverable. - - - + + + Uses a folder on your PC filesystem, instead of a file. Infinite capacity, while keeping the same compatibility as an 8 MB Memory Card. - - + + A standard, 8 MB Memory Card. Most compatible, but smallest capacity. - - + + 2x larger than a standard Memory Card. May have some compatibility issues. - - + + 4x larger than a standard Memory Card. Likely to have compatibility issues. - - + + 8x larger than a standard Memory Card. Likely to have compatibility issues. - - - + + + Convert Memory Card Failed MemoryCardType should be left as-is. - - - + + + Invalid MemoryCardType - + Conversion Complete - + Memory Card "%1" converted to "%2" - + Your folder Memory Card has too much data inside it to be converted to a file Memory Card. The largest supported file Memory Card has a capacity of 64 MB. To convert your folder Memory Card, you must remove game folders until its size is 64 MB or less. - + Cannot Convert Memory Card @@ -14019,10 +14052,10 @@ The saves will not be recoverable. MemoryCardCreateDialog - - - - + + + + Create Memory Card @@ -14103,22 +14136,22 @@ The saves will not be recoverable. - + Failed to create the Memory Card, because the name '%1' contains one or more invalid characters. - + Failed to create the Memory Card, because another card with the name '%1' already exists. - + Failed to create the Memory Card, the log may contain more information. - + Memory Card '%1' created. @@ -14707,11 +14740,6 @@ This action cannot be reversed, and you will lose any saves on the card.%.0f%% - - - Sets the analog stick axis scaling factor. A value between 1.30 and 1.40 is recommended when using recent controllers, e.g. DualShock 4, Xbox One Controller. - - Button/Trigger Deadzone @@ -14737,6 +14765,11 @@ This action cannot be reversed, and you will lose any saves on the card.Analog Sensitivity + + + Sets the analog stick axis scaling factor. A value between 130% and 140% is recommended when using recent controllers, e.g. DualShock 4, Xbox One Controller. + + Large Motor Vibration Scale @@ -15113,7 +15146,7 @@ The URL was: %1 SaveState - + This savestate is an unsupported version and cannot be used. You can download PCSX2 {} from pcsx2.net and make a normal memory card save. @@ -15124,7 +15157,7 @@ Otherwise delete the savestate and do a fresh boot. SettingWidgetBinder - + @@ -17314,32 +17347,32 @@ Scanning recursively takes more time, but will identify files in subdirectories. VMManager - + Failed to back up old save state {}. - + Failed to save save state: {}. - + PS2 BIOS ({}) - + Unknown Game - + Error - + PCSX2 requires a PS2 BIOS in order to run. For legal reasons, you *must* obtain a BIOS from an actual PS2 unit that you own (borrowing doesn't count). @@ -17350,236 +17383,241 @@ Please consult the FAQs and Guides for further instructions. - - + + Resuming state - + State saved to slot {}. - + Failed to save save state to slot {}. - - + + Loading state - + Failed to load state (Memory card is busy) - + There is no save state in slot {}. - + Failed to load state from slot {} (Memory card is busy) - + Loading state from slot {}... - + Failed to save state (Memory card is busy) - + Failed to save state to slot {} (Memory card is busy) - + Saving state to slot {}... - + Frame advancing - + Disc removed. - + Disc changed to '{}'. - + Failed to open new disc image '{}'. Reverting to old image. Error was: {} - + Failed to switch back to old disc image. Removing disc. Error was: {} - + Cheats have been disabled due to achievements hardcore mode. - + Fast CDVD is enabled, this may break games. - + Cycle rate/skip is not at default, this may crash or make games run too slow. - + Audio is using async mix, expect desynchronization in FMVs. - + Upscale multiplier is below native, this will break rendering. - + Mipmapping is not set to automatic. This may break rendering in some games. - + Texture filtering is not set to Bilinear (PS2). This will break rendering in some games. - + Trilinear filtering is not set to automatic. This may break rendering in some games. - + Blending is below basic, this may break effects in some games. - + Hardware Download Mode is not set to Accurate, this may break rendering in some games. - + EE FPU Round Mode is not set to default, this may break some games. - + EE FPU Clamp Mode is not set to default, this may break some games. - - VU Round Mode is not set to default, this may break some games. + + VU0 Round Mode is not set to default, this may break some games. - + + VU1 Round Mode is not set to default, this may break some games. + + + + VU Clamp Mode is not set to default, this may break some games. - + Game Fixes are not enabled. Compatibility with some games may be affected. - + Compatibility Patches are not enabled. Compatibility with some games may be affected. - + Frame rate for NTSC is not default. This may break some games. - + Frame rate for PAL is not default. This may break some games. - + EE Recompiler is not enabled, this will significantly reduce performance. - + VU0 Recompiler is not enabled, this will significantly reduce performance. - + VU1 Recompiler is not enabled, this will significantly reduce performance. - + IOP Recompiler is not enabled, this will significantly reduce performance. - + EE Cache is enabled, this will significantly reduce performance. - + EE Wait Loop Detection is not enabled, this may reduce performance. - + INTC Spin Detection is not enabled, this may reduce performance. - + Instant VU1 is disabled, this may reduce performance. - + mVU Flag Hack is not enabled, this may reduce performance. - + GPU Palette Conversion is enabled, this may reduce performance. - + Texture Preloading is not Full, this may reduce performance. - + Estimate texture region is enabled, this may reduce performance.