diff --git a/pcsx2-qt/Translations/pcsx2-qt_en.ts b/pcsx2-qt/Translations/pcsx2-qt_en.ts
index 8e6154fd70..290d56bfbf 100644
--- a/pcsx2-qt/Translations/pcsx2-qt_en.ts
+++ b/pcsx2-qt/Translations/pcsx2-qt_en.ts
@@ -5523,7 +5523,7 @@ Do you want to overwrite?
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+ Enable Cheats
@@ -5544,25 +5544,25 @@ Do you want to overwrite?
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+ Enable Host Filesystem
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+ Enable Fast CDVD
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+ Enable CDVD Precaching
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+ Enable Thread Pinning
@@ -5573,7 +5573,7 @@ Do you want to overwrite?
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+ Disabled
@@ -5614,7 +5614,7 @@ Do you want to overwrite?
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+ 100% (Normal Speed)
@@ -5650,250 +5650,262 @@ Do you want to overwrite?
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+
+ Use Host VSync Timing
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+
+ Sync to Host Refresh Rate
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+ Optimal Frame Pacing
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-
+
+ Vertical Sync (VSync)
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-
+
+
+ Skip Presenting Duplicate Frames
+
+
+
+
+ Real-Time Clock
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+
+ Manually Set Real-Time Clock
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+ Use Global Setting [%1]
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+ Normal Speed
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+ Sets the target emulation speed. It is not guaranteed that this speed will be reached, and if not, the emulator will run as fast as it can manage.
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+
+ User Preference
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+
+ Checked
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+ Higher values may increase internal framerate in games, but will increase CPU requirements substantially. Lower values will reduce the CPU load allowing lightweight games to run full speed on weaker CPUs.
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+ Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance.SOTC = Shadow of the Colossus. A game's title, should not be translated unless an official translation exists.
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+
+
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+ Unchecked
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+ Fast disc access, less loading times. Check HDLoader compatibility lists for known games that have issues with this.
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+ Automatically loads and applies cheats on game start.
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+ Allows games and homebrew to access files / folders directly on the host computer.
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+ Fast-Forward SpeedThe "User Preference" string will appear after the text "Recommended Value:"
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+ 100%
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+ Sets the fast-forward speed. This speed will be used when the fast-forward hotkey is pressed/toggled.
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+ Slow-Motion SpeedThe "User Preference" string will appear after the text "Recommended Value:"
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+ Sets the slow-motion speed. This speed will be used when the slow-motion hotkey is pressed/toggled.
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+ EE Cycle Rate
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+ EE Cycle Skip
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+ Sets the priority for specific threads in a specific order ignoring the system scheduler. May help CPUs with big (P) and little (E) cores (e.g. Intel 12th or newer generation CPUs from Intel or other vendors such as AMD).P-Core = Performance Core, E-Core = Efficiency Core. See if Intel has official translations for these terms.
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+ Enable Multithreaded VU1 (MTVU1)
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+ Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang.
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+ Loads the disc image into RAM before starting the virtual machine. Can reduce stutter on systems with hard drives that have long wake times, but significantly increases boot times.
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+ Sets the VSync queue size to 0, making every frame be completed and presented by the GS before input is polled and the next frame begins. Using this setting can reduce input lag at the cost of measurably higher CPU and GPU requirements.
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+ Maximum Frame Latency
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+ 2 Frames
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+ Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag.
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+ Speeds up emulation so that the guest refresh rate matches the host. This results in the smoothest animations possible, at the cost of potentially increasing the emulation speed by less than 1%. Sync to Host Refresh Rate will not take effect if the console's refresh rate is too far from the host's refresh rate. Users with variable refresh rate displays should disable this option.
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+ 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).
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+ When synchronizing with the host refresh rate, this option disable's PCSX2's internal frame timing, and uses the host instead. Can result in smoother frame pacing, <strong>but at the cost of increased input latency</strong>.
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+
+ 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 out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Helps when using frame generation on 25/30fps games.
+
+
+
+ Manually set a real-time clock to use for the virtual PlayStation 2 instead of using your OS' system clock.
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+ Current date and time
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+ Real-time clock (RTC) used by the virtual PlayStation 2. Date format is the same as the one used by your OS. This time is only applied upon booting the PS2; changing it while in-game will have no effect. NOTE: This assumes you have your PS2 set to the default timezone of GMT+0 and default DST of Summer Time. Some games require an RTC date/time set after their release date.
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+ Use Global Setting [%1%]
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+ %1% [%2 FPS (NTSC) / %3 FPS (PAL)]
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+ UnlimitedEvery case that uses this particular string seems to refer to speeds: Normal Speed/Fast Forward Speed/Slow Motion Speed.
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+ CustomEvery case that uses this particular string seems to refer to speeds: Normal Speed/Fast Forward Speed/Slow Motion Speed.
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-
+
+ Custom [%1% / %2 FPS (NTSC) / %3 FPS (PAL)]
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+ Custom Speed
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+ Enter Custom Speed
@@ -12080,10 +12092,10 @@ Scanning recursively takes more time, but will identify files in subdirectories.
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+ Off (Default)
@@ -12091,12 +12103,12 @@ Scanning recursively takes more time, but will identify files in subdirectories.
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+
+
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+
+
+ Automatic (Default)
@@ -12157,13 +12169,13 @@ Scanning recursively takes more time, but will identify files in subdirectories.
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+ None
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+ Bilinear (Smooth)Smooth: Refers to the texture clarity.
@@ -12229,19 +12241,19 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Screen Offsets
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+ Show Overscan
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+ Anti-Blur
@@ -12252,7 +12264,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Disable Interlace Offset
@@ -12262,18 +12274,18 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Screen Resolution
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+ Internal Resolution
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+ PNG
@@ -12325,7 +12337,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Bilinear (PS2)
@@ -12372,7 +12384,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Unscaled (Default)
@@ -12388,7 +12400,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Basic (Recommended)
@@ -12413,18 +12425,18 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Texture Preloading:
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+ Partial
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-
+
+ Full (Hash Cache)
@@ -12440,31 +12452,31 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Disable Depth Conversion
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+ GPU Palette Conversion
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+ Manual Hardware Renderer Fixes
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+ Spin GPU During Readbacks
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-
+
+ Spin CPU During Readbacks
@@ -12476,15 +12488,15 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+
+ Mipmapping
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+
+ Auto Flush
@@ -12494,12 +12506,12 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Force Disabled
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+ Force Enabled
@@ -12512,8 +12524,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+
+ 0 (Disabled)0 (Disabled)
@@ -12570,18 +12582,18 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Disable Safe Features
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+ Preload Frame Data
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+ Texture Inside RT
@@ -12680,13 +12692,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Merge Sprite
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+ Align Sprite
@@ -12772,31 +12784,31 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Disable Partial Source Invalidation
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+ Read Targets When Closing
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+ Estimate Texture Region
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+ Disable Render Fixes
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+ Unscaled Palette Texture Draws
@@ -12855,25 +12867,25 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Dump Textures
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+ Dump Mipmaps
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+ Dump FMV Textures
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+ Load Textures
@@ -12920,13 +12932,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Force Even Sprite Position
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+ Precache Textures
@@ -12949,8 +12961,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+
+ None (Default)
@@ -12971,7 +12983,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ FXAA
@@ -13023,7 +13035,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Shade Boost
@@ -13038,7 +13050,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Saturation
@@ -13059,72 +13071,72 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Show Indicators
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+ Show Resolution
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+ Show Inputs
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+ Show GPU Usage
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+ Show Settings
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+ Show FPS
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+
+ Disable Mailbox PresentationMailbox Presentation: a type of graphics-rendering technique that has not been exposed to the public that often, so chances are you will need to keep the word mailbox in English. It does not have anything to do with postal mailboxes or email inboxes/outboxes.
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-
+
+ Extended Upscaling Multipliers
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+ Disable Shader Cache
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+ Disable Vertex Shader Expand
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+ Show Statistics
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+ Asynchronous Texture Loading
@@ -13135,13 +13147,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Show CPU Usage
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+ Warn About Unsafe Settings
@@ -13167,7 +13179,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Left (Default)
@@ -13178,43 +13190,43 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Right (Default)
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+ Show Frame Times
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+ Show PCSX2 Version
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+ Show Hardware Info
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+ Show Input Recording Status
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+ Show Video Capture Status
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+ Show VPS
@@ -13323,19 +13335,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne
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+ Zstandard (zst)
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- Skip Presenting Duplicate Frames
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-
-
-
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+ Use Blit Swap ChainBlit = 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.
----------
@@ -13357,43 +13363,43 @@ Swap chain: see Microsoft's Terminology Portal.
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+ Allow Exclusive Fullscreen:
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+ Disallowed
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+ Allowed
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+ Debugging Options
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+ Override Texture Barriers:
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+ Use Debug Device
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+ Show Speed Percentages
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+ Disable Framebuffer Fetch
@@ -13460,1156 +13466,1150 @@ Swap chain: see Microsoft's Terminology Portal.
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+
+
+ Use Global Setting [%1]
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+
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+
+
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+
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+
+
+ Unchecked
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+ Enable Widescreen Patches
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+ Automatically loads and applies widescreen patches on game start. Can cause issues.
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+ Enable No-Interlacing Patches
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+ Automatically loads and applies no-interlacing patches on game start. Can cause issues.
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+ Disables interlacing offset which may reduce blurring in some situations.
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+ Bilinear Filtering
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+ Enables bilinear post processing filter. Smooths the overall picture as it is displayed on the screen. Corrects positioning between pixels.
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+ 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.
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+ Enables the option to show the overscan area on games which draw more than the safe area of the screen.
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+ FMV Aspect Ratio Override
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+ Determines the deinterlacing method to be used on the interlaced screen of the emulated console. Automatic should be able to correctly deinterlace most games, but if you see visibly shaky graphics, try one of the available options.
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+ 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.
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+ Software Rendering Threads
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+ CPU Sprite Render Size
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+ Software CLUT Render
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+ Try to detect when a game is drawing its own color palette and then renders it on the GPU with special handling.
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+ This option disables game-specific render fixes.
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+ 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.
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+ Framebuffer Conversion
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+ 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.
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-
+
+ Disabled
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+ Overrides the full-motion video (FMV) aspect ratio. If disabled, the FMV Aspect Ratio will match the same value as the general Aspect Ratio setting.
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+ 90%
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+ Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG and WebP, and reduce file size for PNG.
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+ Enables mipmapping, which some games require to render correctly. Mipmapping uses progressively lower resolution variants of textures at progressively further distances to reduce processing load and avoid visual artifacts.
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+ Changes what filtering algorithm is used to map textures to surfaces.<br> Nearest: Makes no attempt to blend colors.<br> Bilinear (Forced): Will blend colors together to remove harsh edges between different colored pixels even if the game told the PS2 not to.<br> Bilinear (PS2): Will apply filtering to all surfaces that a game instructs the PS2 to filter.<br> Bilinear (Forced Excluding Sprites): Will apply filtering to all surfaces, even if the game told the PS2 not to, except sprites.
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+ Reduces blurriness of large textures applied to small, steeply angled surfaces by sampling colors from the two nearest Mipmaps. Requires Mipmapping to be 'on'.<br> Off: Disables the feature.<br> Trilinear (PS2): Applies Trilinear filtering to all surfaces that a game instructs the PS2 to.<br> Trilinear (Forced): Applies Trilinear filtering to all surfaces, even if the game told the PS2 not to.
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+ Reduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Scaled: Upscaling-aware / Highest dithering effect.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Force 32bit: Treat all draws as if they were 32bit to avoid banding and dithering.
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+ Does useless work on the CPU during readbacks to prevent it from going to into powersave modes. May improve performance during readbacks but with a significant increase in power usage.
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+ Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance during readbacks but with a significant increase in power usage.
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+ Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging). 2 to 4 threads is recommended, any more than that is likely to be slower instead of faster.
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+ Disable the support of depth buffers in the texture cache. Will likely create various glitches and is only useful for debugging.
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+ Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.
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+ 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.
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+ Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games).
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+ 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.
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+ Dumps replaceable textures to disk. Will reduce performance.
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+ Includes mipmaps when dumping textures.
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+ Allows texture dumping when FMVs are active. You should not enable this.
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+ Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled.
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+ Loads replacement textures where available and user-provided.
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+ Preloads all replacement textures to memory. Not necessary with asynchronous loading.
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+ Enables FidelityFX Contrast Adaptive Sharpening.
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+ Determines the intensity the sharpening effect in CAS post-processing.
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+ Adjusts brightness. 50 is normal.
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+ Adjusts contrast. 50 is normal.
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+ Adjusts saturation. 50 is normal.
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+ Scales the size of the onscreen OSD from 50% to 500%.
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+ OSD Messages Position
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+ OSD Statistics Position
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+ Shows a variety of on-screen performance data points as selected by the user.
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+ Shows the vsync rate of the emulator in the top-right corner of the display.
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+ Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion.
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+ Displays various settings and the current values of those settings, useful for debugging.
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+ Displays a graph showing the average frametimes.
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+ Shows the current system hardware information on the OSD.
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+ Video Codec
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+ Selects which Video Codec to be used for Video Capture. <b>If unsure, leave it on default.<b>
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+ Video Format
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+ Selects which Video Format to be used for Video Capture. If by chance the codec does not support the format, the first format available will be used. <b>If unsure, leave it on default.<b>
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+ Video Bitrate
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+ 6000 kbps
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+ Sets the video bitrate to be used. Larger bitrate generally yields better video quality at the cost of larger resulting file size.
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+ Automatic Resolution
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+ When checked, the video capture resolution will follows the internal resolution of the running game.<br><br><b>Be careful when using this setting especially when you are upscaling, as higher internal resolution (above 4x) can results in very large video capture and can cause system overload.</b>
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+ Enable Extra Video Arguments
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+ Allows you to pass arguments to the selected video codec.
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+ Extra Video Arguments
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+ Audio Codec
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+ Selects which Audio Codec to be used for Video Capture. <b>If unsure, leave it on default.<b>
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+ Audio Bitrate
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+ Enable Extra Audio Arguments
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+ Allows you to pass arguments to the selected audio codec.
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+ Extra Audio Arguments
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+ Allow Exclusive Fullscreen
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+ 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.
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+ 1.25x Native (~450px)
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+ 1.5x Native (~540px)
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+ 1.75x Native (~630px)
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+ 2x Native (~720px/HD)
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+ 2.5x Native (~900px/HD+)
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+ 3x Native (~1080px/FHD)
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+ 3.5x Native (~1260px)
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+ 4x Native (~1440px/QHD)
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+ 5x Native (~1800px/QHD+)
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+ 6x Native (~2160px/4K UHD)
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+ 7x Native (~2520px)
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+ 8x Native (~2880px/5K UHD)
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+ 9x Native (~3240px)
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+ 10x Native (~3600px/6K UHD)
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+ 11x Native (~3960px)
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+ 12x Native (~4320px/8K UHD)
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+ 13x Native (~4680px)
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+ 14x Native (~5040px)
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+ 15x Native (~5400px)
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+ 16x Native (~5760px)
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+ 17x Native (~6120px)
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+ 18x Native (~6480px/12K UHD)
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+ 19x Native (~6840px)
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+ 20x Native (~7200px)
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+ 21x Native (~7560px)
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+ 22x Native (~7920px)
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+ 23x Native (~8280px)
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+ 24x Native (~8640px/16K UHD)
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+ 25x Native (~9000px)
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+
+ %1x Native
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+
+
+
+
+
+
+
+
+ Checked
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+ Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.
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+ Integer Scaling
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+ 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.
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+ Aspect Ratio
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+ Auto Standard (4:3/3:2 Progressive)
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+ 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.
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+ Deinterlacing
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+ Screenshot Size
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+ Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of file size.
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+ Screenshot Format
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+ Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail.
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+ Screenshot Quality
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+ 50%
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-
+
+ 100%
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+ Vertical Stretch
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+ Stretches (< 100%) or squashes (> 100%) the vertical component of the display.
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+ Fullscreen Mode
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-
-
+
+
+ Borderless Fullscreen
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+ Chooses the fullscreen resolution and frequency.
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+ Left
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-
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+
+
+
+ 0px
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+ Changes the number of pixels cropped from the left side of the display.
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+ Top
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+ Changes the number of pixels cropped from the top of the display.
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+ Right
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+ Changes the number of pixels cropped from the right side of the display.
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+ Bottom
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+ Changes the number of pixels cropped from the bottom of the display.
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-
+
+ Native (PS2) (Default)
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+ 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.
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+ Texture Filtering
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+ Trilinear Filtering
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+ Anisotropic Filtering
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+ Reduces texture aliasing at extreme viewing angles.
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+ Dithering
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+ Blending Accuracy
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+ Texture Preloading
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+ 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.
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+ When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU.
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+ 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.
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+ 2 threads
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-
+
+ 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.
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+ Enables mipmapping, which some games require to render correctly.
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+ The maximum target memory width that will allow the CPU Sprite Renderer to activate on.
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+ Tries to detect when a game is drawing its own color palette and then renders it in software, instead of on the GPU.
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+ GPU Target CLUT
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+ Skipdraw Range Start
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-
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+
+
+
+ 0
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-
+
+ Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right.
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+ Skipdraw Range End
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+ 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.
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+ Uploads GS data when rendering a new frame to reproduce some effects accurately.
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+ Half Pixel Offset
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+ Might fix some misaligned fog, bloom, or blend effect.
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+ Round Sprite
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+ 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.
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+ Texture Offsets X
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+
+ 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.
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+ Texture Offsets Y
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+ 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.
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+ Bilinear Upscale
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+ Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.
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+ Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines.
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+ Force palette texture draws to render at native resolution.
-
+ Contrast Adaptive SharpeningYou 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
-
+ 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.
-
+ Shows the current PCSX2 version on the top-right corner of the display.
-
+ Shows the currently active video capture status.
-
+ Shows the currently active input recording status.
-
+ Displays warnings when settings are enabled which may break games.
-
-
+
+ Leave It Blank
-
+ Parameters passed to the selected video codec.<br><b>You must use '=' to separate key from value and ':' to separate two pairs from each other.</b><br>For example: "crf = 21 : preset = veryfast"
-
+ Sets the audio bitrate to be used.
-
+ 160 kbps
-
+ Parameters passed to the selected audio codec.<br><b>You must use '=' to separate key from value and ':' to separate two pairs from each other.</b><br>For example: "compression_level = 4 : joint_stereo = 1"
-
+ 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 out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag.
-
-
-
-
+ Displays additional, very high upscaling multipliers dependent on GPU capability.
-
+ 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.
-
-
-
-
-
+
+
+
+
+ DefaultThis string refers to a default codec, whether it's an audio codec or a video codec.
-
+ Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing.
@@ -14617,7 +14617,7 @@ Swap chain: see Microsoft's Terminology Portal.
GraphicsSettingsWidget::GraphicsSettingsWidget
-
+ DefaultThis string refers to a default pixel format
@@ -22547,17 +22547,22 @@ Error was: {}
-
+
+ Debug device is enabled. This will massively reduce performance.
+
+
+
+ Renderer is not set to Automatic. This may cause performance problems and graphical issues.
-
+ Texture filtering is not set to Bilinear (PS2). This will break rendering in some games.
-
+ No Game Running
@@ -22577,102 +22582,102 @@ Error was: {}
-
+ 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.
-
+ 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.
-
+ 128MB RAM is enabled. Compatibility with some games may be affected.
-
+ 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.
-
+ Fastmem is not enabled, this will reduce performance.
-
+ Instant VU1 is disabled, this may reduce performance.
-
+ mVU Flag Hack is not enabled, this may reduce performance.