AboutDialog
About PCSX2
SCM Version
SCM= Source Code Management
<html><head/><body><p>PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.</p></body></html>
<html><head/><body><p>PlayStation 2 and PS2 are registered trademarks of Sony Interactive Entertainment. This application is not affiliated in any way with Sony Interactive Entertainment.</p></body></html>
Website
Support Forums
GitHub Repository
License
Third-Party Licenses
View Document
File not found: %1
AchievementLoginDialog
RetroAchievements Login
Window title
RetroAchievements Login
Header text
Please enter user name and password for retroachievements.org below. Your password will not be saved in PCSX2, an access token will be generated and used instead.
User Name:
Password:
Ready...
<strong>Your RetroAchievements login token is no longer valid.</strong> You must re-enter your credentials for achievements to be tracked. Your password will not be saved in PCSX2, an access token will be generated and used instead.
&Login
Logging in...
Login Error
Login failed.
Error: %1
Please check your username and password, and try again.
Login failed.
Enable Achievements
Achievement tracking is not currently enabled. Your login will have no effect until after tracking is enabled.
Do you want to enable tracking now?
Enable Hardcore Mode
Hardcore mode is not currently enabled. Enabling hardcore mode allows you to set times, scores, and participate in game-specific leaderboards.
However, hardcore mode also prevents the usage of save states, cheats and slowdown functionality.
Do you want to enable hardcore mode?
Reset System
Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?
AchievementSettingsWidget
Enable Achievements
Enable Hardcore Mode
Test Unofficial Achievements
Enable Sound Effects
Notifications
5 seconds
Account
Login...
View Profile...
Settings
Enable Spectator Mode
Enable Encore Mode
Show Achievement Notifications
Show Leaderboard Notifications
Enable In-Game Overlays
Username:
Login token generated at:
Game Info
<html><head/><body><p align="justify">PCSX2 uses RetroAchievements as an achievement database and for tracking progress. To use achievements, please sign up for an account at <a href="https://retroachievements.org/">retroachievements.org</a>.</p><p align="justify">To view the achievement list in-game, press the hotkey for <span style=" font-weight:600;">Open Pause Menu</span> and select <span style=" font-weight:600;">Achievements</span> from the menu.</p></body></html>
Unchecked
When enabled, PCSX2 will assume all achievements are locked and not send any unlock notifications to the server.
When enabled, PCSX2 will list achievements from unofficial sets. Please note that these achievements are not tracked by RetroAchievements, so they unlock every time.
"Challenge" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions.
Checked
Plays sound effects for events such as achievement unlocks and leaderboard submissions.
Shows icons in the lower-right corner of the screen when a challenge/primed achievement is active.
When enabled and logged in, PCSX2 will scan for achievements on startup.
Displays popup messages on events such as achievement unlocks and game completion.
Displays popup messages when starting, submitting, or failing a leaderboard challenge.
When enabled, each session will behave as if no achievements have been unlocked.
Reset System
Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?
%n seconds
Username: %1
Login token generated on %2.
Logout
Not Logged In.
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)
{0}, {1}.
You have unlocked {} of %n achievements
Achievement popup
You have unlocked {} of %n achievements
You have unlocked {} of %n achievements
and earned {} of %n points
Achievement popup
and earned {} of %n points
and earned {} of %n points
{} (Unofficial)
Mastered {}
{0}, {1}
%n achievements
Mastery popup
%n achievement
%n achievements
%n points
Mastery popup
%n point
%n points
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.
Score: {0} pts (softcore: {1} pts)
Unread messages: {2}
Confirm Hardcore Mode
Active Challenge Achievements
(Hardcore Mode)
You have unlocked all achievements and earned {} points!
Leaderboard Download Failed
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}
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...
This game has no achievements.
Failed to read executable from disc. Achievements disabled.
AdvancedSettingsWidget
Use Global Setting [%1]
Rounding Mode
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>
Division Rounding Mode
Nearest (Default)
Determines how the results of floating-point division are rounded. Some games need specific settings; <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
Use Save State Selector
Show a save state selector UI when switching slots instead of showing a notification bubble.
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.
Enable 128MB RAM (Dev Console)
Exposes an additional 96MB of memory to the virtual machine.
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 Instant VU1
Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors.
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.
Savestate Compression Method
Zstandard
Determines the algorithm to be used when compressing savestates.
Savestate Compression Level
Medium
Determines the level to be used when compressing savestates.
Save State On Shutdown
Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left off next time.
Create Save State Backups
Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix.
Do not translate the ".backup" extension.
AdvancedSystemSettingsWidget
Changing these options may cause games to become non-functional. Modify at your own risk, the PCSX2 team will not provide support for configurations with these settings changed.
EmotionEngine (MIPS-IV)
Emotion Engine = Commercial name of one of PS2's processors. Leave as-is unless there's an official name (like for Japanese).
Rounding Mode:
Rounding refers here to the mathematical term.
Nearest
Negative
Positive
Clamping Mode:
Clamping: Forcing out of bounds things in bounds by changing them to the closest possible value. In this case, this refers to clamping large PS2 floating point values (which map to infinity or NaN in PCs' IEEE754 floats) to non-infinite ones.
None
Normal (Default)
Chop/Zero (Default)
Division Rounding Mode:
Rounding refers here to the mathematical term.
Nearest (Default)
Chop/Zero
None
ClampMode
Extra + Preserve Sign
Sign: refers here to the mathematical meaning (plus/minus).
Full
Wait Loop Detection
Enable Recompiler
Enable Fast Memory Access
Enable Cache (Slow)
INTC Spin Detection
Pause On TLB Miss
Enable 128MB RAM (Dev Console)
Vector Units (VU)
Vector Unit/VU: refers to two of PS2's processors. Do not translate the full text or do so as a comment. Leave the acronym as-is.
VU1 Rounding Mode:
mVU Flag Hack
Enable VU1 Recompiler
Enable VU0 Recompiler (Micro Mode)
Enable Instant VU1
Extra
VU0 Clamping Mode:
VU0 Rounding Mode:
VU1 Clamping Mode:
I/O Processor (IOP, MIPS-I)
Game Settings
Enable Game Fixes
Enable Compatibility Patches
Create Save State Backups
Save State On Shutdown
Frame Rate Control
hz
hz=Hertz, as in the measuring unit. Shown after the corresponding number. Those languages who'd need to remove the space or do something in between should do so.
PAL Frame Rate:
NTSC Frame Rate:
Savestate Settings
Compression Level:
Compression Method:
Uncompressed
Deflate64
Zstandard
LZMA2
Low (Fast)
Medium (Recommended)
High
Very High (Slow, Not Recommended)
Use Save State Selector
PINE Settings
Slot:
Enable
AnalysisOptionsDialog
Analysis Options
Changes made here won't be saved. Edit these settings from the global or per-game settings dialogs to have your changes take effect for future analysis runs.
Close dialog after analysis has started
Analyze
Close
AudioExpansionSettingsDialog
Audio Expansion Settings
Circular Wrap:
30
Shift:
20
Depth:
10
Focus:
Center Image:
Front Separation:
Rear Separation:
Low Cutoff:
High Cutoff:
<html><head/><body><p><span style=" font-weight:700;">Audio Expansion Settings</span><br/>These settings fine-tune the behavior of the FreeSurround-based channel expander.</p></body></html>
Block Size:
AudioSettingsWidget
Configuration
Driver:
Expansion Settings
Stretch Settings
Buffer Size:
Maximum latency: 0 frames (0.00ms)
Backend:
0 ms
Controls
Output Volume:
100%
Fast Forward Volume:
Mute All Sound
Synchronization:
TimeStretch (Recommended)
Expansion:
Output Latency:
Minimal
Output Device:
Synchronization
When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast-forward/slowdown audio.
Default
Determines the buffer size which the time stretcher will try to keep filled. It effectively selects the average latency, as audio will be stretched/shrunk to keep the buffer size within check.
Output Latency
Determines the latency from the buffer to the host audio output. This can be set lower than the target latency to reduce audio delay.
Resets output volume back to the global/inherited setting.
Resets output volume back to the default.
Resets fast forward volume back to the global/inherited setting.
Resets fast forward volume back to the default.
%1%
N/A
Preserve the %1 variable, adapt the latter ms (and/or any possible spaces in between) to your language's ruleset.
%
Audio Backend
The audio backend determines how frames produced by the emulator are submitted to the host. Cubeb provides the lowest latency, if you encounter issues, try the SDL backend. The null backend disables all host audio output.
%1 ms
Buffer Size
Output Volume
Controls the volume of the audio played on the host.
Fast Forward Volume
Controls the volume of the audio played on the host when fast forwarding.
Unchecked
Prevents the emulator from producing any audible sound.
Expansion Mode
Disabled (Stereo)
Determines how audio is expanded from stereo to surround for supported games. This includes games that support Dolby Pro Logic/Pro Logic II.
These settings fine-tune the behavior of the FreeSurround-based channel expander.
These settings fine-tune the behavior of the SoundTouch audio time stretcher when running outside of 100% speed.
Reset Volume
Reset Fast Forward Volume
Unknown Device "%1"
Maximum Latency: %1 ms (%2 ms buffer + %3 ms expand + %4 ms output)
Maximum Latency: %1 ms (%2 ms buffer + %3 ms output)
Maximum Latency: %1 ms (%2 ms expand, minimum output latency unknown)
Maximum Latency: %1 ms (minimum output latency unknown)
AudioStream
Null (No Output)
Cubeb
SDL
Disabled (Stereo)
Stereo with LFE
Quadraphonic
Quadraphonic with LFE
5.1 Surround
7.1 Surround
Default
AudioStretchSettingsDialog
Audio Stretch Settings
Sequence Length:
30
Seekwindow Size:
20
Overlap:
10
<html><head/><body><p><span style=" font-weight:700;">Audio Stretch Settings</span><br/>These settings fine-tune the behavior of the SoundTouch audio time stretcher when running outside of 100% speed.</p></body></html>
Use Quickseek
Use Anti-Aliasing Filter
AutoUpdaterDialog
Automatic Updater
Update Available
Current Version:
New Version:
Download Size:
Download and Install...
Skip This Update
Remind Me Later
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...
Failed to remove updater exe after update.
BIOSSettingsWidget
BIOS Directory
PCSX2 will search for BIOS images in this directory.
Browse...
Reset
BIOS Selection
Open BIOS Folder...
Refresh List
Filename
Version
Options and Patches
Fast Boot
Fast Forward Boot
Checked
Patches the BIOS to skip the console's boot animation.
Unchecked
Removes emulation speed throttle until the game starts to reduce startup time.
BreakpointDialog
Create / Modify Breakpoint
Type
Execute
Memory
Address
0
Read
Write
Change
Size
1
Condition
Log
Enable
Invalid Address
Invalid Condition
Invalid Size
BreakpointModel
Execute
--
Enabled
Disabled
Read
Write(C)
(C) = changes, as in "look for changes".
Write
TYPE
Warning: limited space available. Abbreviate if needed.
OFFSET
Warning: limited space available. Abbreviate if needed.
SIZE / LABEL
Warning: limited space available. Abbreviate if needed.
INSTRUCTION
Warning: limited space available. Abbreviate if needed.
CONDITION
Warning: limited space available. Abbreviate if needed.
HITS
Warning: limited space available. Abbreviate if needed.
X
Warning: limited space available. Abbreviate if needed.
CDVD
Game disc location is on a removable drive, performance issues such as jittering and freezing may occur.
Saving CDVD block dump to '{}'.
Precaching CDVD
Audio
Mode 1
Mode 2
Unknown
Precaching is not supported for discs.
Precaching {}...
Precaching is not supported for this file format.
Required memory ({}GB) is the above the maximum allowed ({}GB).
ColorPickerButton
Select LED Color
ControllerBindingWidget
Virtual Controller Type
Bindings
Settings
Macros
Automatic Mapping
Clear Mapping
Controller Port %1
No devices available
Clear Bindings
Binding: A pair of (host button, target button); Mapping: A list of bindings covering an entire controller. These are two different things (which might be the same in your language, please make sure to verify this).
Are you sure you want to clear all bindings for this controller? This action cannot be undone.
Binding: A pair of (host button, target button); Mapping: A list of bindings covering an entire controller. These are two different things (which might be the same in your language, please make sure to verify this).
Automatic Binding
No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping.
ControllerBindingWidget_DualShock2
D-Pad
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Down
Left
Up
Right
Left Analog
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Large Motor
L2
Leave this button name as-is.
R2
Leave this button name as-is.
L1
Leave this button name as-is.
R1
Leave this button name as-is.
Start
Leave this button name as-is or uppercase it entirely.
Select
Leave this button name as-is or uppercase it entirely.
Face Buttons
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Cross
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Square
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Triangle
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Circle
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Right Analog
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Small Motor
L3
Leave this button name as-is.
R3
Leave this button name as-is.
Pressure Modifier
Analog
ControllerBindingWidget_Guitar
Yellow
PushButton
Start
Red
Green
Orange
Select
Strum Up
Strum Down
Blue
Whammy Bar
Tilt
ControllerBindingWidget_Jogcon
D-Pad
Down
Left
Up
Right
Large Motor
L2
R2
L1
R1
Start
Select
Face Buttons
Cross
Square
Triangle
Circle
Small Motor
Dial Left
Dial Right
ControllerBindingWidget_Negcon
D-Pad
Down
Left
Up
Right
Large Motor
L
Start
R
Face Buttons
I
II
B
A
Small Motor
Twist Left
Twist Right
ControllerBindingWidget_Popn
Select
Leave this button name as-is or uppercase it entirely.
Yellow (Left)
Yellow (Right)
Blue (Right)
Blue (Left)
Start
Leave this button name as-is or uppercase it entirely.
Red
Green (Right)
White (Left)
Green (Left)
White (Right)
ControllerCustomSettingsWidget
Restore Default Settings
Browse...
Select File
ControllerGlobalSettingsWidget
SDL Input Source
The SDL input source supports most controllers, and provides advanced functionality for DualShock 4 / DualSense pads in Bluetooth mode (Vibration / LED Control).
Enable SDL Input Source
DualShock 4 / DualSense Enhanced Mode
XInput Source
Enable XInput Input Source
DInput Source
The DInput source provides support for legacy controllers which do not support XInput. Accessing these controllers via SDL instead is recommended, but DirectInput can be used if they are not compatible with SDL.
Enable DInput Input Source
Profile Settings
When this option is enabled, hotkeys can be set in this input profile, and will be used instead of the global hotkeys. By default, hotkeys are always shared between all profiles.
Use Per-Profile Hotkeys
Controller LED Settings
Enable SDL Raw Input
Enable IOKit Driver
Enable MFI Driver
The XInput source provides support for Xbox 360 / Xbox One / Xbox Series controllers, and third party controllers which implement the XInput protocol.
Controller Multitap
The multitap enables up to 8 controllers to be connected to the console. Each multitap provides 4 ports. Multitap is not supported by all games.
Multitap on Console Port 1
Multitap on Console Port 2
Mouse/Pointer Source
PCSX2 allows you to use your mouse to simulate analog stick movement.
Settings...
Enable Mouse Mapping
Detected Devices
ControllerLEDSettingsDialog
Controller LED Settings
SDL-0 LED
SDL-1 LED
Enable DualSense Player LED
SDL-2 LED
SDL-3 LED
ControllerMacroEditWidget
Binds/Buttons
Select the buttons which you want to trigger with this macro. All buttons are activated concurrently.
Pressure
For buttons which are pressure sensitive, this slider controls how much force will be simulated when the macro is active.
100%
Trigger
Select the trigger to activate this macro. This can be a single button, or combination of buttons (chord). Shift-click for multiple triggers.
Press To Toggle
Deadzone:
Frequency
Macro will toggle every N frames.
Set...
Not Configured
%1%
Set Frequency
Frequency:
Macro will not repeat.
Macro will toggle buttons every %1 frames.
ControllerMacroWidget
Controller Port %1 Macros
Macro %1
%2
This is the full text that appears in each option of the 16 available macros, and reads like this:
Macro 1
Not Configured/Buttons configured
ControllerMappingSettingsDialog
Controller Mapping Settings
<html><head/><body><p><span style=" font-weight:700;">Controller Mapping Settings</span><br/>These settings fine-tune the behavior when mapping physical controllers to the emulated controllers.</p></body></html>
Ignore Inversion
<html><head/><body><p>Some third party controllers incorrectly flag their analog sticks as inverted on the positive component, but not negative.</p><p>As a result, the analog stick will be "stuck on" even while resting at neutral position. </p><p>Enabling this setting will tell PCSX2 to ignore inversion flags when creating mappings, allowing such controllers to function normally.</p></body></html>
ControllerMouseSettingsDialog
Mouse Mapping Settings
Y Speed
10
X Speed
<html><head/><body><p><span style=" font-weight:700;">Mouse Mapping Settings</span><br/>These settings fine-tune the behavior when mapping a mouse to the emulated controller.</p></body></html>
Inertia
X Dead Zone
Y Dead Zone
ControllerSettingsWindow
PCSX2 Controller Settings
Editing Profile:
New Profile
Apply Profile
Delete Profile
Mapping Settings
Restore Defaults
Create Input Profile
Custom input profiles are used to override the Shared input profile for specific games.
To apply a custom input profile to a game, go to its Game Properties, then change the 'Input Profile' on the Summary tab.
Enter the name for the new input profile:
Error
A profile with the name '%1' already exists.
Do you want to copy all bindings from the currently-selected profile to the new profile? Selecting No will create a completely empty profile.
Do you want to copy the current hotkey bindings from global settings to the new input profile?
Failed to save the new profile to '%1'.
Load Input Profile
Are you sure you want to load the input profile named '%1'?
All current global bindings will be removed, and the profile bindings loaded.
You cannot undo this action.
Delete Input Profile
Are you sure you want to delete the input profile named '%1'?
You cannot undo this action.
Failed to delete '%1'.
Are you sure you want to restore the default controller configuration?
All shared bindings and configuration will be lost, but your input profiles will remain.
You cannot undo this action.
Global Settings
Controller Port %1%2
%3
Controller Port is an official term from Sony. Find the official translation for your language inside the console's manual.
Controller Port %1
%2
Controller Port is an official term from Sony. Find the official translation for your language inside the console's manual.
USB Port %1
%2
Hotkeys
Shared
"Shared" refers here to the shared input profile.
The input profile named '%1' cannot be found.
CoverDownloadDialog
Download Covers
PCSX2 can automatically download covers for games which do not currently have a cover set. We do not host any cover images, the user must provide their own source for images.
<html><head/><body><p>In the box below, specify the URLs to download covers from, with one template URL per line. The following variables are available:</p><p><span style=" font-style:italic;">${title}:</span> Title of the game.<br/><span style=" font-style:italic;">${filetitle}:</span> Name component of the game's filename.<br/><span style=" font-style:italic;">${serial}:</span> Serial of the game.</p><p><span style=" font-weight:700;">Example:</span> https://www.example-not-a-real-domain.com/covers/${serial}.jpg</p></body></html>
By default, the downloaded covers will be saved with the game's serial to ensure covers do not break with GameDB changes and that titles with multiple regions do not conflict. If this is not desired, you can check the "Use Title File Names" box below.
Use Title File Names
Waiting to start...
Start
Close
Download complete.
Stop
CpuWidget
Registers
Functions
Memory Search
Memory
Breakpoints
Threads
Active Call Stack
Saved Addresses
Globals
Locals
Parameters
Breakpoint List Context Menu
New
Edit
Copy
Delete
Copy all as CSV
Paste from CSV
Thread List Context Menu
Go to in Disassembly
Load from Settings
Save to Settings
Go to in Memory View
Copy Address
Copy Text
Stack List Context Menu
DEV9DnsHostDialog
Network DNS Hosts Import/Export
Select Hosts
OK
Cancel
Selected
Name
Url
Address
Enabled
DEV9SettingsWidget
Ethernet
Ethernet Device:
Ethernet Device Type:
Intercept DHCP
Enabled
Enabled
InterceptDHCP
Subnet Mask:
Gateway Address:
Auto
Intercept DHCP:
PS2 Address:
DNS1 Address:
DNS2 Address:
Internal DNS
Add
Delete
Export
Import
Per game
Internal DNS can be selected using the DNS1/2 dropdowns, or by setting them to 192.0.2.1
Enabled
InternalDNSTable
Hard Disk Drive
Enable 48-Bit LBA
HDD File:
40
120
HDD Size (GiB):
Enabled
HDD
Browse
Create Image
PCAP Bridged
PCAP Switched
TAP
Sockets
Manual
Internal
Use Global Setting [%1]
Name
Url
Address
Hosts File
ini (*.ini)
DNS Hosts
Exported Successfully
Failed to open file
No Hosts in file
Imported Successfully
Per Game Host list
Copy global settings?
Delete per game host list?
HDD Image File
HDD (*.raw)
2000
100
Overwrite File?
HDD image "%1" already exists.
Do you want to overwrite?
HDD Creator
HDD image created
Use Global
Override
DebugAnalysisSettingsWidget
Clear Existing Symbols
Automatically Select Symbols To Clear
<html><head/><body><p><br/></p></body></html>
Import Symbols
Import From ELF
Demangle Symbols
Demangle Parameters
Import Default .sym File
Import from file (.elf, .sym, etc):
Add
Remove
Scan For Functions
Scan Mode:
Scan ELF
Scan Memory
Skip
Custom Address Range:
Start:
End:
Hash Functions
Gray Out Symbols For Overwritten Functions
Checked
Automatically delete symbols that were generated by any previous analysis runs.
Import symbol tables stored in the game's boot ELF.
Import symbols from a .sym file with the same name as the loaded ISO file on disk if such a file exists.
Demangle C++ symbols during the import process so that the function and global variable names shown in the debugger are more readable.
Include parameter lists in demangled function names.
Scan Mode
Choose where the function scanner looks to find functions. This option can be useful if the application loads additional code at runtime.
Custom Address Range
Unchecked
Whether to look for functions from the address range specified (Checked), or from the ELF segment containing the entry point (Unchecked).
Generate hashes for all the detected functions, and gray out the symbols displayed in the debugger for functions that no longer match.
<i>No symbol sources in database.</i>
<i>Start this game to modify the symbol sources list.</i>
Path
Base Address
Condition
Add Symbol File
DebugSettingsWidget
Analysis
These settings control what and when analysis passes should be performed on the program running in the virtual machine so that the resultant information can be shown in the debugger.
Automatically Analyze Program:
Always
If Debugger Is Open
Never
Generate Symbols For IRX Exports
GS
Draw Dumping
Dump GS Draws
Save RT
Save Frame
Save Texture
Save Depth
Start Draw Number:
Draw Dump Count:
Hardware Dump Directory:
Software Dump Directory:
Browse...
Open...
Trace Logging
Enable
EE
DMA Control
SPR / MFIFO
VIF
COP1 (FPU)
MSKPATH3
Cache
GIF
R5900
COP0
HW Regs (MMIO)
Counters
SIF
COP2 (VU0 Macro)
VIFCodes
Memory
Unknown MMIO
IPU
BIOS
DMA Registers
GIFTags
IOP
CDVD
R3000A
Memcards
Pad
MDEC
COP2 (GPU)
Analyze Program
Choose when the analysis passes should be run: Always (to save time when opening the debugger), If Debugger Is Open (to save memory if you never open the debugger), or Never.
Generate Symbols for IRX Export Tables
Checked
Hook IRX module loading/unloading and generate symbols for exported functions on the fly.
Enable Trace Logging
Unchecked
Globally enable / disable trace logging.
EE BIOS
Log SYSCALL and DECI2 activity.
EE Memory
Log memory access to unknown or unmapped EE memory.
EE R5900
Log R5900 core instructions (excluding COPs). Requires modifying the PCSX2 source and enabling the interpreter.
EE COP0
Log COP0 (MMU, CPU status, etc) instructions.
EE COP1
Log COP1 (FPU) instructions.
EE COP2
Log COP2 (VU0 Macro mode) instructions.
EE Cache
Log EE cache activity.
EE Known MMIO
Log known MMIO accesses.
EE Unknown MMIO
Log unknown or unimplemented MMIO accesses.
EE DMA Registers
Log DMA-related MMIO accesses.
EE IPU
Log IPU activity; MMIO, decoding operations, DMA status, etc.
EE GIF Tags
Log GIFtag parsing activity.
EE VIF Codes
Log VIFcode processing; command, tag style, interrupts.
EE MSKPATH3
Log Path3 Masking processing.
EE MFIFO
Log Scratchpad MFIFO activity.
EE DMA Controller
Log DMA transfer activity. Stalls, bus right arbitration, etc.
EE Counters
Log all EE counters events and some counter register activity.
EE VIF
Log various VIF and VIFcode processing data.
EE GIF
Log various GIF and GIFtag parsing data.
IOP BIOS
Log SYSCALL and IRX activity.
IOP Memcards
Log memory card activity. Reads, Writes, erases, etc.
IOP R3000A
Log R3000A core instructions (excluding COPs).
IOP COP2
Log IOP GPU co-processor instructions.
IOP Known MMIO
IOP Unknown MMIO
IOP DMA Registers
IOP PAD
Log PAD activity.
IOP DMA Controller
IOP Counters
Log all IOP counters events and some counter register activity.
IOP CDVD
Log CDVD hardware activity.
IOP MDEC
Log Motion (FMV) Decoder hardware unit activity.
EE SIF
Log SIF (EE <-> IOP) activity.
DebuggerWindow
PCSX2 Debugger
Run
Step Into
F11
Step Over
F10
Step Out
Shift+F11
Always On Top
Show this window on top
Analyze
Pause
DisassemblyWidget
Disassembly
Copy Address
Copy Instruction Hex
NOP Instruction(s)
Run to Cursor
Follow Branch
Go to in Memory View
Add Function
Rename Function
Remove Function
Assemble Error
Unable to change assembly while core is running
Assemble Instruction
Function name
Rename Function Error
Function name cannot be nothing.
No function / symbol is currently selected.
Go To In Disassembly
Cannot Go To
Restore Function Error
Unable to stub selected address.
&Copy Instruction Text
Copy Function Name
Restore Instruction(s)
Asse&mble new Instruction(s)
&Jump to Cursor
Toggle &Breakpoint
&Go to Address
Restore Function
Stub (NOP) Function
Show &Opcode
%1 NOT VALID ADDRESS
EmptyGameListWidget
<html><head/><body><p><span style=" font-weight:700;">No games in supported formats were found.</span></p><p>Please add a directory with games to begin.</p><p>Game dumps in the following formats will be scanned and listed:</p></body></html>
Add Game Directory...
Scan For New Games
EmuThread
Slot: %1 | Volume: %2% | %3 |EE: %4% | VU: %5% | GS: %6%
Slot: %1 | Volume: %2% | 3% | EE: %4% | GS: %5%
No Image
%1x%2
FPS: %1
VPS: %1
Speed: %1%
Game: %1 (%2)
Rich presence inactive or unsupported.
Game not loaded or no RetroAchievements available.
Error
Failed to create HTTPDownloader.
Downloading %1...
Download failed with HTTP status code %1.
Download failed: Data is empty.
Failed to write '%1'.
EmulationSettingsWidget
Speed Control
Normal Speed:
System Settings
Enable Cheats
Slow-Motion Speed:
Fast-Forward Speed:
Enable Multithreaded VU1 (MTVU)
Enable Host Filesystem
Enable Fast CDVD
Enable CDVD Precaching
Enable Thread Pinning
EE Cycle Skipping:
Disabled
Mild Underclock
Moderate Underclock
Maximum Underclock
EE Cycle Rate:
50% (Underclock)
60% (Underclock)
75% (Underclock)
100% (Normal Speed)
130% (Overclock)
180% (Overclock)
300% (Overclock)
Frame Pacing / Latency Control
frames
This string will appear next to the amount of frames selected, in a dropdown box.
Maximum Frame Latency:
Use Host VSync Timing
Sync to Host Refresh Rate
Optimal Frame Pacing
Vertical Sync (VSync)
Use Global Setting [%1]
Normal Speed
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.
User Preference
Checked
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.
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.
Unchecked
Fast disc access, less loading times. Check HDLoader compatibility lists for known games that have issues with this.
Automatically loads and applies cheats on game start.
Allows games and homebrew to access files / folders directly on the host computer.
Fast-Forward Speed
The "User Preference" string will appear after the text "Recommended Value:"
100%
Sets the fast-forward speed. This speed will be used when the fast-forward hotkey is pressed/toggled.
Slow-Motion Speed
The "User Preference" string will appear after the text "Recommended Value:"
Sets the slow-motion speed. This speed will be used when the slow-motion hotkey is pressed/toggled.
EE Cycle Rate
EE Cycle Skip
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.
Enable Multithreaded VU1 (MTVU1)
Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang.
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.
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.
Maximum Frame Latency
2 Frames
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.
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.
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).
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>.
Use Global Setting [%1%]
%1% [%2 FPS (NTSC) / %3 FPS (PAL)]
Unlimited
Every case that uses this particular string seems to refer to speeds: Normal Speed/Fast Forward Speed/Slow Motion Speed.
Custom
Every case that uses this particular string seems to refer to speeds: Normal Speed/Fast Forward Speed/Slow Motion Speed.
Custom [%1% / %2 FPS (NTSC) / %3 FPS (PAL)]
Custom Speed
Enter Custom Speed
ExpressionParser
Invalid memory access size %d.
Invalid memory access (unaligned).
Token too long.
Invalid number "%s".
Invalid symbol "%s".
Invalid operator at "%s".
Closing parenthesis without opening one.
Closing bracket without opening one.
Parenthesis not closed.
Not enough arguments.
Invalid memsize operator.
Division by zero.
Modulo by zero.
Invalid tertiary operator.
FileOperations
Failed to show file
Failed to show file in file explorer.
The file was: %1
Show in Folder
Windows action to show a file in Windows Explorer
Show in Finder
macOS action to show a file in Finder
Open Containing Directory
Opens the system file manager to the directory containing a selected file
Failed to open URL
Failed to open URL.
The URL was: %1
FolderSettingsWidget
Cache Directory
Browse...
Open...
Reset
Used for storing shaders, game list, and achievement data.
Cheats Directory
Used for storing .pnach files containing game cheats.
Covers Directory
Used for storing covers in the game grid/Big Picture UIs.
Snapshots Directory
Used for screenshots and saving GS dumps.
Save States Directory
Used for storing save states.
FullscreenUI
Could not find any CD/DVD-ROM devices. Please ensure you have a drive connected and sufficient permissions to access it.
Use Global Setting
Automatic binding failed, no devices are available.
Game title copied to clipboard.
Game serial copied to clipboard.
Game CRC copied to clipboard.
Game type copied to clipboard.
Game region copied to clipboard.
Game compatibility copied to clipboard.
Game path copied to clipboard.
Controller settings reset to default.
No input profiles available.
Create New...
Enter the name of the input profile you wish to create.
Are you sure you want to restore the default settings? Any preferences will be lost.
Settings reset to defaults.
No save present in this slot.
No save states found.
Failed to delete save state.
Failed to copy text to clipboard.
This game has no achievements.
This game has no leaderboards.
Reset System
Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?
Launch a game from images scanned from your game directories.
Launch a game by selecting a file/disc image.
Start the console without any disc inserted.
Start a game from a disc in your PC's DVD drive.
No Binding
Setting %s binding %s.
Push a controller button or axis now.
Timing out in %.0f seconds...
Unknown
OK
Select Device
Details
Options
Copies the current global settings to this game.
Clears all settings set for this game.
Behaviour
Prevents the screen saver from activating and the host from sleeping while emulation is running.
Shows the game you are currently playing as part of your profile on Discord.
Pauses the emulator when a game is started.
Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back.
Pauses the emulator when you open the quick menu, and unpauses when you close it.
Determines whether a prompt will be displayed to confirm shutting down the emulator/game when the hotkey is pressed.
Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left off next time.
Uses a light coloured theme instead of the default dark theme.
Game Display
Switches between full screen and windowed when the window is double-clicked.
Hides the mouse pointer/cursor when the emulator is in fullscreen mode.
Determines how large the on-screen messages and monitor are.
Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc.
Shows the current emulation speed of the system in the top-right corner of the display as a percentage.
Shows the number of video frames (or v-syncs) displayed per second by the system in the top-right corner of the display.
Shows the CPU usage based on threads in the top-right corner of the display.
Shows the host's GPU usage in the top-right corner of the display.
Shows statistics about GS (primitives, draw calls) in the top-right corner of the display.
Shows indicators when fast forwarding, pausing, and other abnormal states are active.
Shows the current configuration in the bottom-right corner of the display.
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.
Resets configuration to defaults (excluding controller settings).
Changes the BIOS image used to start future sessions.
Automatic
{0}/{1}/{2}/{3}
Default
WARNING: Your memory card is still writing data. Shutting down now will IRREVERSIBLY DESTROY YOUR MEMORY CARD. It is strongly recommended to resume your game and let it finish writing to your memory card.
Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD?
Automatically switches to fullscreen mode when a game is started.
On-Screen Display
%d%%
Shows the resolution of the game in the top-right corner of the display.
BIOS Configuration
BIOS Selection
Options and Patches
Skips the intro screen, and bypasses region checks.
Speed Control
Normal Speed
Sets the speed when running without fast forwarding.
Fast Forward Speed
Sets the speed when using the fast forward hotkey.
Slow Motion Speed
Sets the speed when using the slow motion hotkey.
System Settings
EE Cycle Rate
Underclocks or overclocks the emulated Emotion Engine CPU.
EE Cycle Skipping
Enable MTVU (Multi-Threaded VU1)
Enable Instant VU1
Enable Cheats
Enables loading cheats from pnach files.
Enable Host Filesystem
Enables access to files from the host: namespace in the virtual machine.
Enable Fast CDVD
Fast disc access, less loading times. Not recommended.
Frame Pacing/Latency Control
Maximum Frame Latency
Sets the number of frames which can be queued.
Optimal Frame Pacing
Synchronize EE and GS threads after each frame. Lowest input latency, but increases system requirements.
Speeds up emulation so that the guest refresh rate matches the host.
Renderer
Selects the API used to render the emulated GS.
Synchronizes frame presentation with host refresh.
Display
Aspect Ratio
Selects the aspect ratio to display the game content at.
FMV Aspect Ratio Override
Selects the aspect ratio for display when a FMV is detected as playing.
Deinterlacing
Selects the algorithm used to convert the PS2's interlaced output to progressive for display.
Screenshot Size
Determines the resolution at which screenshots will be saved.
Screenshot Format
Selects the format which will be used to save screenshots.
Screenshot Quality
Selects the quality at which screenshots will be compressed.
Vertical Stretch
Increases or decreases the virtual picture size vertically.
Crop
Crops the image, while respecting aspect ratio.
%dpx
Enable Widescreen Patches
Enables loading widescreen patches from pnach files.
Enable No-Interlacing Patches
Enables loading no-interlacing patches from pnach files.
Bilinear Upscaling
Smooths out the image when upscaling the console to the screen.
Integer Upscaling
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.
Screen Offsets
Enables PCRTC Offsets which position the screen as the game requests.
Show Overscan
Enables the option to show the overscan area on games which draw more than the safe area of the screen.
Anti-Blur
Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.
Rendering
Internal Resolution
Multiplies the render resolution by the specified factor (upscaling).
Mipmapping
Bilinear Filtering
Selects where bilinear filtering is utilized when rendering textures.
Trilinear Filtering
Selects where trilinear filtering is utilized when rendering textures.
Anisotropic Filtering
Dithering
Selects the type of dithering applies when the game requests it.
Blending Accuracy
Determines the level of accuracy when emulating blend modes not supported by the host graphics API.
Texture Preloading
Uploads full textures to the GPU on use, rather than only the utilized regions. Can improve performance in some games.
Software Rendering Threads
Number of threads to use in addition to the main GS thread for rasterization.
Auto Flush (Software)
Force a primitive flush when a framebuffer is also an input texture.
Edge AA (AA1)
Enables emulation of the GS's edge anti-aliasing (AA1).
Enables emulation of the GS's texture mipmapping.
The selected input profile will be used for this game.
Shared
Input Profile
Show a save state selector UI when switching slots instead of showing a notification bubble.
Shows the current PCSX2 version on the top-right corner of the display.
Shows the currently active input recording status.
Shows the currently active video capture status.
Shows a visual history of frame times in the upper-left corner of the display.
Shows the current system hardware information on the OSD.
Pins emulation threads to CPU cores to potentially improve performance/frame time variance.
Hardware Fixes
Manual Hardware Fixes
Disables automatic hardware fixes, allowing you to set fixes manually.
CPU Sprite Render Size
Uses software renderer to draw texture decompression-like sprites.
CPU Sprite Render Level
Determines filter level for CPU sprite render.
Software CLUT Render
Uses software renderer to draw texture CLUT points/sprites.
Skip Draw Start
Object range to skip drawing.
Skip Draw End
Auto Flush (Hardware)
CPU Framebuffer Conversion
Disable Depth Conversion
Disable Safe Features
This option disables multiple safe features.
This option disables game-specific render fixes.
Uploads GS data when rendering a new frame to reproduce some effects accurately.
Disable Partial Invalidation
Removes texture cache entries when there is any intersection, rather than only the intersected areas.
Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.
Read Targets When Closing
Flushes all targets in the texture cache back to local memory when shutting down.
Estimate Texture Region
Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games).
GPU Palette Conversion
Upscaling Fixes
Adjusts vertices relative to upscaling.
Native Scaling
Attempt to do rescaling at native resolution.
Round Sprite
Adjusts sprite coordinates.
Bilinear Upscale
Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.
Adjusts target texture offsets.
Align Sprite
Fixes issues with upscaling (vertical lines) in some games.
Merge Sprite
Replaces multiple post-processing sprites with a larger single sprite.
Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.
Unscaled Palette Texture Draws
Can fix some broken effects which rely on pixel perfect precision.
Texture Replacement
Load Textures
Loads replacement textures where available and user-provided.
Asynchronous Texture Loading
Loads replacement textures on a worker thread, reducing microstutter when replacements are enabled.
Precache Replacements
Preloads all replacement textures to memory. Not necessary with asynchronous loading.
Replacements Directory
Folders
Texture Dumping
Dump Textures
Dump Mipmaps
Includes mipmaps when dumping textures.
Dump FMV Textures
Allows texture dumping when FMVs are active. You should not enable this.
Post-Processing
FXAA
Enables FXAA post-processing shader.
Contrast Adaptive Sharpening
Enables FidelityFX Contrast Adaptive Sharpening.
CAS Sharpness
Determines the intensity the sharpening effect in CAS post-processing.
Filters
Shade Boost
Enables brightness/contrast/saturation adjustment.
Shade Boost Brightness
Adjusts brightness. 50 is normal.
Shade Boost Contrast
Adjusts contrast. 50 is normal.
Shade Boost Saturation
Adjusts saturation. 50 is normal.
TV Shaders
Advanced
Skip Presenting Duplicate Frames
Extended Upscaling Multipliers
Displays additional, very high upscaling multipliers dependent on GPU capability.
Hardware Download Mode
Changes synchronization behavior for GS downloads.
Allow Exclusive Fullscreen
Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.
Override Texture Barriers
Forces texture barrier functionality to the specified value.
GS Dump Compression
Sets the compression algorithm for GS dumps.
Disable Framebuffer Fetch
Prevents the usage of framebuffer fetch when supported by host GPU.
Disable Shader Cache
Prevents the loading and saving of shaders/pipelines to disk.
Disable Vertex Shader Expand
Falls back to the CPU for expanding sprites/lines.
Changes when SPU samples are generated relative to system emulation.
%d ms
Settings and Operations
Creates a new memory card file or folder.
Simulates a larger memory card by filtering saves only to the current game.
If not set, this card will be considered unplugged.
The selected memory card image will be used for this slot.
Enable/Disable the Player LED on DualSense controllers.
Trigger
Toggles the macro when the button is pressed, instead of held.
Savestate
Compression Method
Sets the compression algorithm for savestate.
Compression Level
Sets the compression level for savestate.
Version: %s
{:%H:%M}
Slot {}
1.25x Native (~450px)
1.5x Native (~540px)
1.75x Native (~630px)
2x Native (~720px/HD)
2.5x Native (~900px/HD+)
3x Native (~1080px/FHD)
3.5x Native (~1260px)
4x Native (~1440px/QHD)
5x Native (~1800px/QHD+)
6x Native (~2160px/4K UHD)
7x Native (~2520px)
8x Native (~2880px/5K UHD)
9x Native (~3240px)
10x Native (~3600px/6K UHD)
11x Native (~3960px)
12x Native (~4320px/8K UHD)
WebP
Aggressive
Deflate64
Zstandard
LZMA2
Low (Fast)
Medium (Recommended)
Very High (Slow, Not Recommended)
Change Selection
Select
Parent Directory
Enter Value
About
Toggle Fullscreen
Navigate
Load Global State
Change Page
Return To Game
Select State
Select Game
Change View
Launch Options
Create Save State Backups
Show PCSX2 Version
Show Input Recording Status
Show Video Capture Status
Show Frame Times
Show Hardware Info
Create Memory Card
Configuration
Start Game
Launch a game from a file, disc, or starts the console without any disc inserted.
Changes settings for the application.
Return to desktop mode, or exit the application.
Back
Return to the previous menu.
Exit PCSX2
Completely exits the application, returning you to your desktop.
Desktop Mode
Exits Big Picture mode, returning to the desktop interface.
Resets all configuration to defaults (including bindings).
Replaces these settings with a previously saved input profile.
Stores the current settings to an input profile.
Input Sources
The SDL input source supports most controllers.
Provides vibration and LED control support over Bluetooth.
Allow SDL to use raw access to input devices.
The XInput source provides support for XBox 360/XBox One/XBox Series controllers.
Multitap
Enables an additional three controller slots. Not supported in all games.
Attempts to map the selected port to a chosen controller.
Determines how much pressure is simulated when macro is active.
Determines the pressure required to activate the macro.
Toggle every %d frames
Clears all bindings for this USB controller.
Data Save Locations
Show Advanced Settings
Changing these options may cause games to become non-functional. Modify at your own risk, the PCSX2 team will not provide support for configurations with these settings changed.
Logging
System Console
Writes log messages to the system console (console window/standard output).
File Logging
Writes log messages to emulog.txt.
Verbose Logging
Writes dev log messages to log sinks.
Log Timestamps
Writes timestamps alongside log messages.
EE Console
Writes debug messages from the game's EE code to the console.
IOP Console
Writes debug messages from the game's IOP code to the console.
CDVD Verbose Reads
Logs disc reads from games.
Emotion Engine
Rounding Mode
Determines how the results of floating-point operations are rounded. Some games need specific settings.
Division Rounding Mode
Determines how the results of floating-point division is rounded. Some games need specific settings.
Clamping Mode
Determines how out-of-range floating point numbers are handled. Some games need specific settings.
Enable EE Recompiler
Performs just-in-time binary translation of 64-bit MIPS-IV machine code to native code.
Enable EE Cache
Enables simulation of the EE's cache. Slow.
Enable INTC Spin Detection
Huge speedup for some games, with almost no compatibility side effects.
Enable Wait Loop Detection
Moderate speedup for some games, with no known side effects.
Enable Fast Memory Access
Uses backpatching to avoid register flushing on every memory access.
Vector Units
VU0 Rounding Mode
VU0 Clamping Mode
VU1 Rounding Mode
VU1 Clamping Mode
Enable VU0 Recompiler (Micro Mode)
New Vector Unit recompiler with much improved compatibility. Recommended.
Enable VU1 Recompiler
Enable VU Flag Optimization
Good speedup and high compatibility, may cause graphical errors.
I/O Processor
Enable IOP Recompiler
Performs just-in-time binary translation of 32-bit MIPS-I machine code to native code.
Graphics
Use Debug Device
Settings
No cheats are available for this game.
Cheat Codes
No patches are available for this game.
Game Patches
Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games.
Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games.
Use patches at your own risk, the PCSX2 team will provide no support for users who have enabled game patches.
Game Fixes
Game fixes should not be modified unless you are aware of what each option does and the implications of doing so.
FPU Multiply Hack
For Tales of Destiny.
Preload TLB Hack
Needed for some games with complex FMV rendering.
Skip MPEG Hack
Skips videos/FMVs in games to avoid game hanging/freezes.
OPH Flag Hack
EE Timing Hack
Instant DMA Hack
Known to affect following games: Mana Khemia 1, Metal Saga, Pilot Down Behind Enemy Lines.
For SOCOM 2 HUD and Spy Hunter loading hang.
VU Add Hack
Full VU0 Synchronization
Forces tight VU0 sync on every COP2 instruction.
VU Overflow Hack
To check for possible float overflows (Superman Returns).
Use accurate timing for VU XGKicks (slower).
Load State
Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance.
Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang.
Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors.
Disable the support of depth buffers in the texture cache.
Disable Render Fixes
Preload Frame Data
Texture Inside RT
When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU.
Half Pixel Offset
Texture Offset X
Texture Offset Y
Dumps replaceable textures to disk. Will reduce performance.
Applies a shader which replicates the visual effects of different styles of television set.
Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing worse.
Enables API-level validation of graphics commands.
Use Software Renderer For FMVs
To avoid TLB miss on Goemon.
General-purpose timing hack. Known to affect following games: Digital Devil Saga, SSX.
Good for cache emulation problems. Known to affect following games: Fire Pro Wrestling Z.
Known to affect following games: Bleach Blade Battlers, Growlanser II and III, Wizardry.
Emulate GIF FIFO
Correct but slower. Known to affect the following games: Fifa Street 2.
DMA Busy Hack
Delay VIF1 Stalls
Emulate VIF FIFO
Simulate VIF1 FIFO read ahead. Known to affect following games: Test Drive Unlimited, Transformers.
VU I Bit Hack
Avoids constant recompilation in some games. Known to affect the following games: Scarface The World is Yours, Crash Tag Team Racing.
For Tri-Ace Games: Star Ocean 3, Radiata Stories, Valkyrie Profile 2.
VU Sync
Run behind. To avoid sync problems when reading or writing VU registers.
VU XGKick Sync
Force Blit Internal FPS Detection
Save State
Load Resume State
A resume save state created at %s was found.
Do you want to load this save and continue?
Region:
Compatibility:
No Game Selected
Search Directories
Adds a new directory to the game search list.
Scanning Subdirectories
Not Scanning Subdirectories
List Settings
Sets which view the game list will open to.
Determines which field the game list will be sorted by.
Reverses the game list sort order from the default (usually ascending to descending).
Cover Settings
Downloads covers from a user-specified URL template.
Operations
Selects where anisotropic filtering is utilized when rendering textures.
Use alternative method to calculate internal FPS to avoid false readings in some games.
Identifies any new files added to the game directories.
Forces a full rescan of all games previously identified.
Download Covers
About PCSX2
PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.
PlayStation 2 and PS2 are registered trademarks of Sony Interactive Entertainment. This application is not affiliated in any way with Sony Interactive Entertainment.
When enabled and logged in, PCSX2 will scan for achievements on startup.
"Challenge" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions.
Displays popup messages on events such as achievement unlocks and leaderboard submissions.
Plays sound effects for events such as achievement unlocks and leaderboard submissions.
Shows icons in the lower-right corner of the screen when a challenge/primed achievement is active.
When enabled, PCSX2 will list achievements from unofficial sets. These achievements are not tracked by RetroAchievements.
When enabled, PCSX2 will assume all achievements are locked and not send any unlock notifications to the server.
Error
Pauses the emulator when a controller with bindings is disconnected.
Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix
Enable CDVD Precaching
Loads the disc image into RAM before starting the virtual machine.
Vertical Sync (VSync)
Sync to Host Refresh Rate
Use Host VSync Timing
Disables PCSX2's internal frame timing, and uses host vsync instead.
Disable Mailbox Presentation
Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing.
Audio Control
Controls the volume of the audio played on the host.
Fast Forward Volume
Controls the volume of the audio played on the host when fast forwarding.
Mute All Sound
Prevents the emulator from producing any audible sound.
Backend Settings
Audio Backend
The audio backend determines how frames produced by the emulator are submitted to the host.
Expansion
Determines how audio is expanded from stereo to surround for supported games.
Synchronization
Buffer Size
Determines the amount of audio buffered before being pulled by the host API.
Output Latency
Determines how much latency there is between the audio being picked up by the host API, and played through speakers.
Minimal Output Latency
When enabled, the minimum supported output latency will be used for the host API.
Thread Pinning
Force Even Sprite Position
Displays popup messages when starting, submitting, or failing a leaderboard challenge.
When enabled, each session will behave as if no achievements have been unlocked.
Account
Logs out of RetroAchievements.
Logs in to RetroAchievements.
Current Game
An error occurred while deleting empty game settings:
{}
An error occurred while saving game settings:
{}
{} is not a valid disc image.
Automatic mapping completed for {}.
Automatic mapping failed for {}.
Game settings initialized with global settings for '{}'.
Game settings have been cleared for '{}'.
{} (Current)
{} (Folder)
Failed to load '{}'.
Input profile '{}' loaded.
Input profile '{}' saved.
Failed to save input profile '{}'.
Port {} Controller Type
Select Macro {} Binds
Port {} Device
Port {} Subtype
{} unlabelled patch codes will automatically activate.
{} unlabelled patch codes found but not enabled.
This Session: {}
All Time: {}
Save Slot {0}
Saved {}
{} does not exist.
{} deleted.
Failed to delete {}.
File: {}
CRC: {:08X}
Time Played: {}
Last Played: {}
Size: {:.2f} MB
Left:
Top:
Right:
Bottom:
Summary
Interface Settings
BIOS Settings
Emulation Settings
Graphics Settings
Audio Settings
Memory Card Settings
Controller Settings
Hotkey Settings
Achievements Settings
Folder Settings
Advanced Settings
Patches
Cheats
2% [1 FPS (NTSC) / 1 FPS (PAL)]
10% [6 FPS (NTSC) / 5 FPS (PAL)]
25% [15 FPS (NTSC) / 12 FPS (PAL)]
50% [30 FPS (NTSC) / 25 FPS (PAL)]
75% [45 FPS (NTSC) / 37 FPS (PAL)]
90% [54 FPS (NTSC) / 45 FPS (PAL)]
100% [60 FPS (NTSC) / 50 FPS (PAL)]
110% [66 FPS (NTSC) / 55 FPS (PAL)]
120% [72 FPS (NTSC) / 60 FPS (PAL)]
150% [90 FPS (NTSC) / 75 FPS (PAL)]
175% [105 FPS (NTSC) / 87 FPS (PAL)]
200% [120 FPS (NTSC) / 100 FPS (PAL)]
300% [180 FPS (NTSC) / 150 FPS (PAL)]
400% [240 FPS (NTSC) / 200 FPS (PAL)]
500% [300 FPS (NTSC) / 250 FPS (PAL)]
1000% [600 FPS (NTSC) / 500 FPS (PAL)]
50% Speed
60% Speed
75% Speed
100% Speed (Default)
130% Speed
180% Speed
300% Speed
Normal (Default)
Mild Underclock
Moderate Underclock
Maximum Underclock
Disabled
0 Frames (Hard Sync)
1 Frame
2 Frames
3 Frames
None
Extra + Preserve Sign
Full
Extra
Automatic (Default)
Direct3D 11
Direct3D 12
OpenGL
Vulkan
Metal
Software
Null
Off
Bilinear (Smooth)
Bilinear (Sharp)
Weave (Top Field First, Sawtooth)
Weave (Bottom Field First, Sawtooth)
Bob (Top Field First)
Bob (Bottom Field First)
Blend (Top Field First, Half FPS)
Blend (Bottom Field First, Half FPS)
Adaptive (Top Field First)
Adaptive (Bottom Field First)
Native (PS2)
Nearest
Bilinear (Forced)
Bilinear (PS2)
Bilinear (Forced excluding sprite)
Off (None)
Trilinear (PS2)
Trilinear (Forced)
Scaled
Unscaled (Default)
Minimum
Basic (Recommended)
Medium
High
Full (Slow)
Maximum (Very Slow)
Off (Default)
2x
4x
8x
16x
Partial
Full (Hash Cache)
Force Disabled
Force Enabled
Accurate (Recommended)
Disable Readbacks (Synchronize GS Thread)
Unsynchronized (Non-Deterministic)
Disabled (Ignore Transfers)
Screen Resolution
Internal Resolution (Aspect Uncorrected)
Load/Save State
WARNING: Memory Card Busy
Cannot show details for games which were not scanned in the game list.
Pause On Controller Disconnection
Use Save State Selector
SDL DualSense Player LED
Press To Toggle
Deadzone
Full Boot
Achievement Notifications
Leaderboard Notifications
Enable In-Game Overlays
Encore Mode
Spectator Mode
PNG
-
Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU.
Removes the current card from the slot.
Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire).
{} Frames
No Deinterlacing
Force 32bit
JPEG
0 (Disabled)
1 (64 Max Width)
2 (128 Max Width)
3 (192 Max Width)
4 (256 Max Width)
5 (320 Max Width)
6 (384 Max Width)
7 (448 Max Width)
8 (512 Max Width)
9 (576 Max Width)
10 (640 Max Width)
Sprites Only
Sprites/Triangles
Blended Sprites/Triangles
1 (Normal)
2 (Aggressive)
Inside Target
Merge Targets
Normal (Vertex)
Special (Texture)
Special (Texture - Aggressive)
Align To Native
Half
Force Bilinear
Force Nearest
Disabled (Default)
Enabled (Sprites Only)
Enabled (All Primitives)
None (Default)
Sharpen Only (Internal Resolution)
Sharpen and Resize (Display Resolution)
Scanline Filter
Diagonal Filter
Triangular Filter
Wave Filter
Lottes CRT
4xRGSS
NxAGSS
Uncompressed
LZMA (xz)
Zstandard (zst)
PS2 (8MB)
PS2 (16MB)
PS2 (32MB)
PS2 (64MB)
PS1
Negative
Positive
Chop/Zero (Default)
Game Grid
Game List
Game List Settings
Type
Serial
Title
File Title
CRC
Time Played
Last Played
Size
Select Disc Image
Select Disc Drive
Start File
Start BIOS
Start Disc
Exit
Set Input Binding
Region
Compatibility Rating
Path
Disc Path
Select Disc Path
Copy Settings
Clear Settings
Inhibit Screensaver
Enable Discord Presence
Pause On Start
Pause On Focus Loss
Pause On Menu
Confirm Shutdown
Save State On Shutdown
Use Light Theme
Start Fullscreen
Double-Click Toggles Fullscreen
Hide Cursor In Fullscreen
OSD Scale
Show Messages
Show Speed
Show FPS
Show CPU Usage
Show GPU Usage
Show Resolution
Show GS Statistics
Show Status Indicators
Show Settings
Show Inputs
Warn About Unsafe Settings
Reset Settings
Change Search Directory
Fast Boot
Output Volume
Memory Card Directory
Folder Memory Card Filter
Create
Cancel
Load Profile
Save Profile
Enable SDL Input Source
SDL DualShock 4 / DualSense Enhanced Mode
SDL Raw Input
Enable XInput Input Source
Enable Console Port 1 Multitap
Enable Console Port 2 Multitap
Controller Port {}{}
Controller Port {}
Controller Type
Automatic Mapping
Controller Port {}{} Macros
Controller Port {} Macros
Macro Button {}
Buttons
Frequency
Pressure
Controller Port {}{} Settings
Controller Port {} Settings
USB Port {}
Device Type
Device Subtype
{} Bindings
Clear Bindings
{} Settings
Cache Directory
Covers Directory
Snapshots Directory
Save States Directory
Game Settings Directory
Input Profile Directory
Cheats Directory
Patches Directory
Texture Replacements Directory
Video Dumping Directory
Resume Game
Toggle Frame Limit
Game Properties
Achievements
Save Screenshot
Switch To Software Renderer
Switch To Hardware Renderer
Change Disc
Close Game
Exit Without Saving
Back To Pause Menu
Exit And Save State
Leaderboards
Delete Save
Close Menu
Delete State
Default Boot
Reset Play Time
Add Search Directory
Open in File Browser
Disable Subdirectory Scanning
Enable Subdirectory Scanning
Remove From List
Default View
Sort By
Sort Reversed
Scan For New Games
Rescan All Games
Website
Support Forums
GitHub Repository
License
Close
RAIntegration is being used instead of the built-in achievements implementation.
Enable Achievements
Hardcore Mode
Sound Effects
Test Unofficial Achievements
Username: {}
Login token generated on {}
Logout
Not Logged In
Login
Game: {0} ({1})
Rich presence inactive or unsupported.
Game not loaded or no RetroAchievements available.
Card Enabled
Card Name
Eject Card
GS
Configured upscale multiplier {}x is above your GPU's supported multiplier of {}x.
Failed to reopen, restoring old configuration.
Failed to create render device. This may be due to your GPU not supporting the chosen renderer ({}), or because your graphics drivers need to be updated.
Failed to change window after update. The log may contain more information.
Upscale multiplier set to {}x.
Saving screenshot to '{}'.
Saved screenshot to '{}'.
Failed to save screenshot to '{}'.
Host GPU device encountered an error and was recovered. This may have broken rendering.
CAS is not available, your graphics driver does not support the required functionality.
with no compression
with LZMA compression
with Zstandard compression
Saving {0} GS dump {1} to '{2}'
single frame
multi-frame
Failed to render/download screenshot.
Saved GS dump to '{}'.
Hash cache has used {:.2f} MB of VRAM, disabling.
Disabling autogenerated mipmaps on one or more compressed replacement textures. Please generate mipmaps when compressing your textures.
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.
Your system has the "OpenCL, OpenGL, and Vulkan Compatibility Pack" installed.
This Vulkan driver crashes PCSX2 on some GPUs.
To use the Vulkan renderer, you should remove this app package.
The Vulkan renderer was automatically selected, but no compatible devices were found.
You should update all graphics drivers in your system, including any integrated GPUs
to use the Vulkan renderer.
Switching to Software Renderer...
Switching to Hardware Renderer...
Failed to create D3D device: 0x{:08X}. A GPU which supports Direct3D Feature Level 10.0 is required.
The Direct3D renderer is running at feature level 10.0. This is an UNSUPPORTED configuration.
Do not request support, please upgrade your hardware/drivers first.
GSCapture
Failed to load FFmpeg
You may be missing one or more files, or are using the incorrect version. This build of PCSX2 requires:
libavcodec: {}
libavformat: {}
libavutil: {}
libswscale: {}
libswresample: {}
Please see our official documentation for more information.
capturing audio and video
capturing video
capturing audio
Starting {} to '{}'.
Stopped {} to '{}'.
Aborted {} due to encoding error in '{}'.
GSDeviceOGL
OpenGL renderer is not supported. Only OpenGL {}.{}
was found
GSDeviceVK
Your GPU does not support the required Vulkan features.
GameCheatSettingsWidget
Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games. Use cheats at your own risk, the PCSX2 team will provide no support for users who have enabled cheats.
Enable Cheats
Name
Author
Description
Search...
Enable All
Disable All
All CRCs
Reload Cheats
Show Cheats For All CRCs
Checked
Toggles scanning patch files for all CRCs of the game. With this enabled available patches for the game serial with different CRCs will also be loaded.
%1 unlabelled patch codes will automatically activate.
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
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.
GameFixSettingsWidget
Game Fixes
FPU Multiply Hack
FPU = Floating Point Unit. A part of the PS2's CPU. Do not translate.\nMultiply: mathematical term.\nTales of Destiny: a game's name. Leave as-is or use an official translation.
Skip MPEG Hack
MPEG: video codec, leave as-is. FMV: Full Motion Video. Find the common used term in your language.
Preload TLB Hack
TLB: Translation Lookaside Buffer. Leave as-is. Goemon: name of a character from the series with his name. Leave as-is or use an official translation.
EE Timing Hack
EE: Emotion Engine. Leave as-is.
Instant DMA Hack
DMA: Direct Memory Access. Leave as-is.
OPH Flag Hack
OPH: Name of a flag (Output PatH) in the GIF_STAT register in the EE. Leave as-is.\nBleach Blade Battles: a game's name. Leave as-is or use an official translation.
Emulate GIF FIFO
GIF = GS (Graphics Synthesizer, the GPU) Interface. Leave as-is.\nFIFO = First-In-First-Out, a type of buffer. Leave as-is.
DMA Busy Hack
DMA: Direct Memory Access. Leave as-is.
Delay VIF1 Stalls
VIF = VU (Vector Unit) Interface. Leave as-is. SOCOM 2 and Spy Hunter: names of two different games. Leave as-is or use an official translation.\nHUD = Heads-Up Display. The games' interfaces.
Emulate VIF FIFO
VIF = VU (Vector Unit) Interface. Leave as-is.\nFIFO = First-In-First-Out, a type of buffer. Leave as-is.
Full VU0 Synchronization
VU0 = VU (Vector Unit) 0. Leave as-is.
VU I Bit Hack
VU = Vector Unit. Leave as-is.\nI Bit = A bit referred as I, not as 1.\nScarface The World is Yours and Crash Tag Team Racing: names of two different games. Leave as-is or use an official translation.
VU Add Hack
VU = Vector Unit. Leave as-is.\nTri-Ace: a game development company name. Leave as-is.
VU Overflow Hack
VU = Vector Unit. Leave as-is.\nSuperman Returns: a game's name. Leave as-is or use an official translation.
VU Sync
VU = Vector Unit. Leave as-is.\nRun Behind: watch out for misleading capitalization for non-English: this refers to making the VUs run behind (delayed relative to) the EE.\nM-Bit: a bitflag in VU instructions that tells VU0 to synchronize with the EE. M-Bit Game: A game that uses instructions with the M-Bit enabled (unofficial PCSX2 name).
VU XGKick Sync
VU = Vector Unit. Leave as-is.\nXGKick: the name of one of the VU's instructions. Leave as-is.
Force Blit Internal FPS Detection
Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit This option tells PCSX2 to estimate internal FPS by detecting blits (image copies) onto visible display memory.
Use Software Renderer For FMVs
FMV: Full Motion Video. Find the common used term in your language.
Unchecked
For Tales of Destiny.
To avoid TLB miss on Goemon.
Needed for some games with complex FMV rendering.
Skips videos/FMVs in games to avoid game hanging/freezes.
Known to affect following games: Bleach Blade Battlers, Growlanser II and III, Wizardry.
General-purpose timing hack. Known to affect following games: Digital Devil Saga, SSX.
Good for cache emulation problems. Known to affect following games: Fire Pro Wrestling Z.
Known to affect following games: Mana Khemia 1, Metal Saga, Pilot Down Behind Enemy Lines.
Correct but slower. Known to affect the following games: Fifa Street 2.
Simulate VIF1 FIFO read ahead. Known to affect following games: Test Drive Unlimited, Transformers.
For SOCOM 2 HUD and Spy Hunter loading hang.
For Tri-Ace Games: Star Ocean 3, Radiata Stories, Valkyrie Profile 2.
Avoids constant recompilation in some games. Known to affect the following games: Scarface The World is Yours, Crash Tag Team Racing.
Forces tight VU0 sync on every COP2 instruction.
Run behind. To avoid sync problems when reading or writing VU registers.
To check for possible float overflows (Superman Returns).
Use accurate timing for VU XGKicks (slower).
Use alternative method to calculate internal FPS to avoid false readings in some games.
GameList
PS2 Disc
PS1 Disc
ELF
Other
Unknown
Nothing
Intro
Menu
In-Game
Playable
Perfect
Scanning directory {} (recursively)...
Scanning directory {}...
Scanning {}...
Never
Today
Yesterday
{}h {}m
{}h {}m {}s
{}m {}s
{}s
%n hours
%n minutes
Downloading cover for {0} [{1}]...
GameListModel
Type
Code
Title
File Title
CRC
Time Played
Last Played
Size
Region
Compatibility
GameListSettingsWidget
Game Scanning
Search Directories (will be scanned for games)
Add...
Remove
Search Directory
Scan Recursively
Excluded Paths (will not be scanned)
Directory...
File...
Scan For New Games
Rescan All Games
Display
Prefer English Titles
Unchecked
For games with both a title in the game's native language and one in English, prefer the English title.
Open Directory...
Select Search Directory
Scan Recursively?
Would you like to scan the directory "%1" recursively?
Scanning recursively takes more time, but will identify files in subdirectories.
Select File
Select Directory
GameListWidget
Game List
Game Grid
Show Titles
All Types
All Regions
Search...
GamePatchDetailsWidget
Patch Title
Enabled
<html><head/><body><p><span style=" font-weight:700;">Author: </span>Patch Author</p><p>Description would go here</p></body></html>
<strong>Author: </strong>%1<br>%2
Unknown
No description provided.
GamePatchSettingsWidget
Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games. Use patches at your own risk, the PCSX2 team will provide no support for users who have enabled game patches.
Any patches bundled with PCSX2 for this game will be disabled since you have unlabeled patches loaded.
All CRCs
Reload Patches
Show Patches For All CRCs
Checked
Toggles scanning patch files for all CRCs of the game. With this enabled available patches for the game serial with different CRCs will also be loaded.
There are no patches available for this game.
GameSummaryWidget
Title:
Clear the line to restore the original title...
Restore
Sorting Title:
Name for use in sorting (e.g. "XXX, The" for a game called "The XXX")
English Title:
Path:
Serial:
Check Wiki
CRC:
Type:
PS2 Disc
PS1 Disc
ELF (PS2 Executable)
Region:
NTSC-B (Brazil)
Leave the code as-is, translate the country's name.
NTSC-C (China)
Leave the code as-is, translate the country's name.
NTSC-HK (Hong Kong)
Leave the code as-is, translate the country's name.
NTSC-J (Japan)
Leave the code as-is, translate the country's name.
NTSC-K (Korea)
Leave the code as-is, translate the country's name.
NTSC-T (Taiwan)
Leave the code as-is, translate the country's name.
NTSC-U (US)
Leave the code as-is, translate the country's name.
Other
PAL-A (Australia)
Leave the code as-is, translate the country's name.
PAL-AF (South Africa)
Leave the code as-is, translate the country's name.
PAL-AU (Austria)
Leave the code as-is, translate the country's name.
PAL-BE (Belgium)
Leave the code as-is, translate the country's name.
PAL-E (Europe/Australia)
Leave the code as-is, translate the country's name.
PAL-F (France)
Leave the code as-is, translate the country's name.
PAL-FI (Finland)
Leave the code as-is, translate the country's name.
PAL-G (Germany)
Leave the code as-is, translate the country's name.
PAL-GR (Greece)
Leave the code as-is, translate the country's name.
PAL-I (Italy)
Leave the code as-is, translate the country's name.
PAL-IN (India)
Leave the code as-is, translate the country's name.
PAL-M (Europe/Australia)
Leave the code as-is, translate the country's name.
PAL-NL (Netherlands)
Leave the code as-is, translate the country's name.
PAL-NO (Norway)
Leave the code as-is, translate the country's name.
PAL-P (Portugal)
Leave the code as-is, translate the country's name.
PAL-PL (Poland)
Leave the code as-is, translate the country's name.
PAL-R (Russia)
Leave the code as-is, translate the country's name.
PAL-S (Spain)
Leave the code as-is, translate the country's name.
PAL-SC (Scandinavia)
Leave the code as-is, translate the country's name.
PAL-SW (Sweden)
Leave the code as-is, translate the country's name.
PAL-SWI (Switzerland)
Leave the code as-is, translate the country's name.
PAL-UK (United Kingdom)
Leave the code as-is, translate the country's name.
Compatibility:
Input Profile:
Shared
Refers to the shared settings profile.
Disc Path:
Browse...
Clear
Verify
Search on Redump.org...
%0%1
First arg is a GameList compat; second is a string with space followed by star rating OR empty if Unknown compat
%0%1
First arg is filled-in stars for game compatibility; second is empty stars; should be swapped for RTL languages
Select Disc Path
Game is not a CD/DVD.
Track list unavailable while virtual machine is running.
#
Mode
Start
Sectors
Size
MD5
Status
%1
<not computed>
Error
Cannot verify image while a game is running.
One or more tracks is missing.
Verified as %1 [%2] (Version %3).
Verified as %1 [%2].
GlobalVariableTreeWidget
unknown function
GraphicsSettingsWidget
Renderer:
Adapter:
Display
Fullscreen Mode:
Aspect Ratio:
Fit to Window / Fullscreen
Auto Standard (4:3 Interlaced / 3:2 Progressive)
Standard (4:3)
Widescreen (16:9)
FMV Aspect Ratio Override:
Off (Default)
Automatic (Default)
Weave (Top Field First, Sawtooth)
Weave: deinterlacing method that can be translated or left as-is in English. Sawtooth: refers to the jagged effect weave deinterlacing has on motion.
Weave (Bottom Field First, Sawtooth)
Weave: deinterlacing method that can be translated or left as-is in English. Sawtooth: refers to the jagged effect weave deinterlacing has on motion.
Bob (Top Field First, Full Frames)
Bob: deinterlacing method that refers to the way it makes video look like it's bobbing up and down.
Bob (Bottom Field First, Full Frames)
Bob: deinterlacing method that refers to the way it makes video look like it's bobbing up and down.
Blend (Top Field First, Merge 2 Fields)
Blend: deinterlacing method that blends the colors of the two frames, can be translated or left as-is in English.
Blend (Bottom Field First, Merge 2 Fields)
Blend: deinterlacing method that blends the colors of the two frames, can be translated or left as-is in English.
Adaptive (Top Field First, Similar to Bob + Weave)
Adaptive: deinterlacing method that should be translated.
Adaptive (Bottom Field First, Similar to Bob + Weave)
Adaptive: deinterlacing method that should be translated.
Bilinear Filtering:
None
Bilinear (Smooth)
Smooth: Refers to the texture clarity.
Bilinear (Sharp)
Sharp: Refers to the texture clarity.
Vertical Stretch:
%
Percentage sign that shows next to a value. You might want to add a space before if your language requires it.
----------
Percentage sign that will appear next to a number. Add a space or whatever is needed before depending on your language.
Crop:
Left:
Warning: short space constraints. Abbreviate if necessary.
px
Top:
Warning: short space constraints. Abbreviate if necessary.
Right:
Warning: short space constraints. Abbreviate if necessary.
Bottom:
Warning: short space constraints. Abbreviate if necessary.
Screen Offsets
Show Overscan
Enable Widescreen Patches
Enable No-Interlacing Patches
Anti-Blur
Ctrl+S
Disable Interlace Offset
Screenshot Size:
Screen Resolution
Internal Resolution
PNG
JPEG
Quality:
Rendering
Internal Resolution:
Off
Texture Filtering:
Nearest
Bilinear (Forced)
Bilinear (PS2)
Bilinear (Forced excluding sprite)
Trilinear Filtering:
Off (None)
Trilinear (PS2)
Trilinear (Forced)
Anisotropic Filtering:
Dithering:
Scaled
Unscaled (Default)
Blending Accuracy:
Minimum
Basic (Recommended)
Medium
High
Full (Slow)
Maximum (Very Slow)
Texture Preloading:
Partial
Full (Hash Cache)
Software Rendering Threads:
Skip Draw Range:
Disable Depth Conversion
GPU Palette Conversion
Manual Hardware Renderer Fixes
Spin GPU During Readbacks
Spin CPU During Readbacks
threads
Mipmapping
Auto Flush
Hardware Fixes
Force Disabled
Force Enabled
CPU Sprite Render Size:
0 (Disabled)
0 (Disabled)
1 (64 Max Width)
2 (128 Max Width)
3 (192 Max Width)
4 (256 Max Width)
5 (320 Max Width)
6 (384 Max Width)
7 (448 Max Width)
8 (512 Max Width)
9 (576 Max Width)
10 (640 Max Width)
Disable Safe Features
Preload Frame Data
Texture Inside RT
1 (Normal)
2 (Aggressive)
Software CLUT Render:
GPU Target CLUT:
CLUT: Color Look Up Table, often referred to as a palette in non-PS2 things. GPU Target CLUT: GPU handling of when a game uses data from a render target as a CLUT.
Disabled (Default)
Enabled (Exact Match)
Enabled (Check Inside Target)
Upscaling Fixes
Half Pixel Offset:
Normal (Vertex)
Special (Texture)
Special (Texture - Aggressive)
Round Sprite:
Half
Full
Texture Offsets:
X:
Y:
Merge Sprite
Align Sprite
Deinterlacing:
No Deinterlacing
Apply Widescreen Patches
Apply No-Interlacing Patches
Window Resolution (Aspect Corrected)
Internal Resolution (Aspect Corrected)
Internal Resolution (No Aspect Correction)
WebP
Force 32bit
Sprites Only
Sprites/Triangles
Blended Sprites/Triangles
Auto Flush:
Enabled (Sprites Only)
Enabled (All Primitives)
Texture Inside RT:
Inside Target
Merge Targets
Disable Partial Source Invalidation
Read Targets When Closing
Estimate Texture Region
Disable Render Fixes
Align To Native
Unscaled Palette Texture Draws
Bilinear Dirty Upscale:
Force Bilinear
Force Nearest
Texture Replacement
Search Directory
Browse...
Open...
Reset
PCSX2 will dump and load texture replacements from this directory.
Options
Dump Textures
Dump Mipmaps
Dump FMV Textures
Load Textures
Native (10:7)
Native Scaling
Normal
Aggressive
Force Even Sprite Position
Precache Textures
Post-Processing
Sharpening/Anti-Aliasing
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
None (Default)
Sharpen Only (Internal Resolution)
Sharpen and Resize (Display Resolution)
Sharpness:
FXAA
Filters
TV Shader:
Scanline Filter
Diagonal Filter
Triangular Filter
Wave Filter
Lottes CRT
Lottes = Timothy Lottes, the creator of the shader filter. Leave as-is. CRT= Cathode Ray Tube, an old type of television technology.
4xRGSS downsampling (4x Rotated Grid SuperSampling)
NxAGSS downsampling (Nx Automatic Grid SuperSampling)
Shade Boost
Brightness:
Contrast:
Saturation
OSD
On-Screen Display
OSD Scale:
Show Indicators
Show Resolution
Show Inputs
Show GPU Usage
Show Settings
Show FPS
Disable Mailbox Presentation
Mailbox 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.
Extended Upscaling Multipliers
Disable Shader Cache
Disable Vertex Shader Expand
Show Statistics
Asynchronous Texture Loading
Saturation:
Show CPU Usage
Warn About Unsafe Settings
Recording
Video Dumping Directory
Capture Setup
OSD Messages Position:
Left (Default)
OSD Performance Position:
Right (Default)
Show Frame Times
Show PCSX2 Version
Show Hardware Info
Show Input Recording Status
Show Video Capture Status
Show VPS
capture
Container:
Codec:
Extra Arguments
Capture Audio
Format:
Resolution:
x
Auto
Capture Video
Advanced
Advanced here refers to the advanced graphics options.
Advanced Options
Hardware Download Mode:
Accurate (Recommended)
Disable Readbacks (Synchronize GS Thread)
Unsynchronized (Non-Deterministic)
Disabled (Ignore Transfers)
GS Dump Compression:
Uncompressed
LZMA (xz)
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.
----------
Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit
Swap chain: see Microsoft's Terminology Portal.
Bitrate:
kbps
Unit that will appear next to a number. Alter the space or whatever is needed before the text depending on your language.
Allow Exclusive Fullscreen:
Disallowed
Allowed
Debugging Options
Override Texture Barriers:
Use Debug Device
Show Speed Percentages
Disable Framebuffer Fetch
Direct3D 11
Graphics backend/engine type. Leave as-is.
Direct3D 12
Graphics backend/engine type. Leave as-is.
OpenGL
Graphics backend/engine type. Leave as-is.
Vulkan
Graphics backend/engine type. Leave as-is.
Metal
Graphics backend/engine type. Leave as-is.
Software
Graphics backend/engine type (refers to emulating the GS in software, on the CPU). Translate accordingly.
Null
Null here means that this is a graphics backend that will show nothing.
2x
4x
8x
16x
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 Override
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.
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
Try to detect when a game is drawing its own color palette and then renders it on the GPU with special handling.
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
Remove Unsupported Settings
You currently have the <strong>Enable Widescreen Patches</strong> or <strong>Enable No-Interlacing Patches</strong> options enabled for this game.<br><br>We no longer support these options, instead <strong>you should select the "Patches" section, and explicitly enable the patches you want.</strong><br><br>Do you want to remove these options from your game configuration now?
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.
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.
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.
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.
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.
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.
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.
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.
Disable the support of depth buffers in the texture cache. Will likely create various glitches and is only useful for debugging.
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%.
OSD Messages Position
OSD Statistics Position
Shows a variety of on-screen performance data points as selected by the user.
Shows the vsync rate of the emulator in the top-right corner of the display.
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.
Shows the current system hardware information on the OSD.
Video Codec
Selects which Video Codec to be used for Video Capture. <b>If unsure, leave it on default.<b>
Video Format
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>
Video Bitrate
6000 kbps
Sets the video bitrate to be used. Larger bitrate generally yields better video quality at the cost of larger resulting file size.
Automatic Resolution
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>
Enable Extra Video Arguments
Allows you to pass arguments to the selected video codec.
Extra Video Arguments
Audio Codec
Selects which Audio Codec to be used for Video Capture. <b>If unsure, leave it on default.<b>
Audio Bitrate
Enable Extra Audio Arguments
Allows you to pass arguments to the selected audio codec.
Extra Audio Arguments
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.
1.25x Native (~450px)
1.5x Native (~540px)
1.75x Native (~630px)
2x Native (~720px/HD)
2.5x Native (~900px/HD+)
3x Native (~1080px/FHD)
3.5x Native (~1260px)
4x Native (~1440px/QHD)
5x Native (~1800px/QHD+)
6x Native (~2160px/4K UHD)
7x Native (~2520px)
8x Native (~2880px/5K UHD)
9x Native (~3240px)
10x Native (~3600px/6K UHD)
11x Native (~3960px)
12x Native (~4320px/8K UHD)
13x Native (~4680px)
14x Native (~5040px)
15x Native (~5400px)
16x Native (~5760px)
17x Native (~6120px)
18x Native (~6480px/12K UHD)
19x Native (~6840px)
20x Native (~7200px)
21x Native (~7560px)
22x Native (~7920px)
23x Native (~8280px)
24x Native (~8640px/16K UHD)
25x Native (~9000px)
%1x Native
Checked
Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.
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 (< 100%) or squashes (> 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.
Texture Filtering
Trilinear Filtering
Anisotropic Filtering
Reduces texture aliasing at extreme viewing angles.
Dithering
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.
2 threads
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.
The maximum target memory width that will allow the CPU Sprite Renderer to activate on.
Tries to detect when a game is drawing its own color palette and then renders it in software, instead of on the GPU.
GPU Target CLUT
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
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.
Force palette texture draws to render at native resolution.
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
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.
Default
This 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.
GraphicsSettingsWidget::GraphicsSettingsWidget
Default
This string refers to a default pixel format
Hotkeys
Graphics
Save Screenshot
Toggle Video Capture
Save Single Frame GS Dump
Save Multi Frame GS Dump
Toggle Software Rendering
Increase Upscale Multiplier
Decrease Upscale Multiplier
Toggle On-Screen Display
Cycle Aspect Ratio
Aspect ratio set to '{}'.
Toggle Hardware Mipmapping
Hardware mipmapping is now enabled.
Hardware mipmapping is now disabled.
Cycle Deinterlace Mode
Automatic
Off
Weave (Top Field First)
Weave (Bottom Field First)
Bob (Top Field First)
Bob (Bottom Field First)
Blend (Top Field First)
Blend (Bottom Field First)
Adaptive (Top Field First)
Adaptive (Bottom Field First)
Deinterlace mode set to '{}'.
Toggle Texture Dumping
Texture dumping is now enabled.
Texture dumping is now disabled.
Toggle Texture Replacements
Texture replacements are now enabled.
Texture replacements are now disabled.
Reload Texture Replacements
Texture replacements are not enabled.
Reloading texture replacements...
Target speed set to {:.0f}%.
Volume: Muted
Volume: {}%
No save state found in slot {}.
System
Open Pause Menu
Open Achievements List
Open Leaderboards List
Toggle Pause
Toggle Fullscreen
Toggle Frame Limit
Toggle Turbo / Fast Forward
Toggle Slow Motion
Turbo / Fast Forward (Hold)
Increase Target Speed
Decrease Target Speed
Increase Volume
Decrease Volume
Toggle Mute
Frame Advance
Shut Down Virtual Machine
Reset Virtual Machine
Toggle Input Recording Mode
Save States
Select Previous Save Slot
Select Next Save Slot
Save State To Selected Slot
Load State From Selected Slot
Save State and Select Next Slot
Select Next Slot and Save State
Save State To Slot 1
Load State From Slot 1
Save State To Slot 2
Load State From Slot 2
Save State To Slot 3
Load State From Slot 3
Save State To Slot 4
Load State From Slot 4
Save State To Slot 5
Load State From Slot 5
Save State To Slot 6
Load State From Slot 6
Save State To Slot 7
Load State From Slot 7
Save State To Slot 8
Load State From Slot 8
Save State To Slot 9
Load State From Slot 9
Save State To Slot 10
Load State From Slot 10
Save slot {0} selected ({1}).
ImGuiOverlays
{} Recording Input
{} Replaying
Input Recording Active: {}
Frame: {}/{} ({})
Undo Count: {}
Saved at {0:%H:%M} on {0:%a} {0:%Y/%m/%d}.
Save state selector is unavailable without a valid game serial.
Load
Save
Select Previous
Select Next
Close Menu
Save Slot {0}
No save present in this slot.
no save yet
InputBindingDialog
Edit Bindings
Bindings for Controller0/ButtonCircle
Sensitivity:
100%
Deadzone:
Add Binding
Remove Binding
Clear Bindings
Bindings for %1 %2
Close
Push Button/Axis... [%1]
%1%
InputBindingWidget
Left click to assign a new button
Shift + left click for additional bindings
Right click to clear binding
No bindings registered
%n bindings
Push Button/Axis... [%1]
InputRecording
Started new input recording
Savestate load failed for input recording
Savestate load failed for input recording, unsupported version?
Replaying input recording
Input recording stopped
Unable to stop input recording
Congratulations, you've been playing for far too long and thus have reached the limit of input recording! Stopping recording now...
InputRecordingControls
Record Mode Enabled
Replay Mode Enabled
InputRecordingViewer
Input Recording Viewer
File
Edit
View
Open
Close
%1 %2
%1
%1 [%2]
Left Analog
Right Analog
Cross
Square
Triangle
Circle
L1
R1
L2
R2
D-Pad Down
L3
R3
Select
Start
D-Pad Right
D-Pad Up
D-Pad Left
Input Recording Files (*.p2m2)
Opening Recording Failed
Failed to open file: %1
InputVibrationBindingWidget
Error
No devices with vibration motors were detected.
Select vibration motor for %1.
InterfaceSettingsWidget
Behaviour
Pause On Focus Loss
Inhibit Screensaver
Pause On Start
Confirm Shutdown
Enable Discord Presence
Pause On Controller Disconnection
Game Display
Start Fullscreen
Double-Click Toggles Fullscreen
Render To Separate Window
Hide Main Window When Running
Disable Window Resizing
Hide Cursor In Fullscreen
Preferences
Language:
Theme:
Automatic Updater
Update Channel:
Current Version:
Enable Automatic Update Check
Check for Updates...
Native
Classic Windows
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Dark Fusion (Gray) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Dark Fusion (Blue) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Grey Matter (Gray) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Untouched Lagoon (Grayish Green/-Blue ) [Light]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Baby Pastel (Pink) [Light]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Pizza Time! (Brown-ish/Creamy White) [Light]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
PCSX2 (White/Blue) [Light]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Scarlet Devil (Red/Purple) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Violet Angel (Blue/Purple) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Cobalt Sky (Blue) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Ruby (Black/Red) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Sapphire (Black/Blue) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Emerald (Black/Green) [Dark]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
Custom.qss [Drop in PCSX2 Folder]
"Custom.qss" must be kept as-is.
Checked
Automatically checks for updates to the program on startup. Updates can be deferred until later or skipped entirely.
%1 (%2)
Variable %1 shows the version number and variable %2 shows a timestamp.
Prevents the screen saver from activating and the host from sleeping while emulation is running.
Determines whether a prompt will be displayed to confirm shutting down the virtual machine when the hotkey is pressed.
Pauses the emulator when a controller with bindings is disconnected.
Allows switching in and out of fullscreen mode by double-clicking the game window.
Prevents the main window from being resized.
Unchecked
Fusion [Light/Dark]
Pauses the emulator when a game is started.
Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back.
Automatically switches to fullscreen mode when a game is started.
Hides the mouse pointer/cursor when the emulator is in fullscreen mode.
Renders the game to a separate window, instead of the main window. If unchecked, the game will display over the top of the game list.
Hides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled.
Shows the game you are currently playing as part of your profile in Discord.
System Language [Default]
LogWindow
Log Window - %1 [%2]
Log Window
&Clear
&Save...
Cl&ose
&Settings
Log To &System Console
Log To &Debug Console
Log To &File
Attach To &Main Window
Show &Timestamps
Select Log File
Log Files (*.txt)
Error
Failed to open file for writing.
Log was written to %1.
MAC_APPLICATION_MENU
Services
Hide %1
Hide Others
Show All
Preferences...
Quit %1
About %1
MainWindow
PCSX2
&System
Change Disc
Load State
Save State
S&ettings
&Help
&Debug
Switch Renderer
&View
&Window Size
&Tools
Input Recording
Toolbar
Start &File...
Start &Disc...
Start &BIOS
&Scan For New Games
&Rescan All Games
Shut &Down
Shut Down &Without Saving
&Reset
&Pause
E&xit
&BIOS
Emulation
&Controllers
&Hotkeys
&Graphics
A&chievements
&Post-Processing Settings...
Fullscreen
Resolution Scale
&GitHub Repository...
Support &Forums...
&Discord Server...
Check for &Updates...
About &Qt...
&About PCSX2...
Fullscreen
In Toolbar
Change Disc...
In Toolbar
&Audio
Game List
Interface
Add Game Directory...
&Settings
From File...
From Device...
From Game List...
Remove Disc
Global State
&Screenshot
Start File
In Toolbar
Start Disc
In Toolbar
Start BIOS
In Toolbar
Shut Down
In Toolbar
Reset
In Toolbar
Pause
In Toolbar
Load State
In Toolbar
Save State
In Toolbar
Controllers
In Toolbar
Settings
In Toolbar
Screenshot
In Toolbar
&Memory Cards
&Network && HDD
&Folders
&Toolbar
Lock Toolbar
&Status Bar
Verbose Status
Game &List
System &Display
This grayed-out at first option will become available while there is a game emulated and the game list is displayed over the actual emulation, to let users display the system emulation once more.
Game &Properties
Game &Grid
Show Titles (Grid View)
Zoom &In (Grid View)
Ctrl++
Zoom &Out (Grid View)
Ctrl+-
Refresh &Covers (Grid View)
Open Memory Card Directory...
Open Data Directory...
Toggle Software Rendering
Open Debugger
Reload Cheats/Patches
Enable System Console
Enable Debug Console
Enable Log Window
Enable Verbose Logging
Enable EE Console Logging
Enable IOP Console Logging
Save Single Frame GS Dump
New
This section refers to the Input Recording submenu.
Play
This section refers to the Input Recording submenu.
Stop
This section refers to the Input Recording submenu.
Input Recording Logs
Controller Logs
Enable &File Logging
Enable CDVD Read Logging
Save CDVD Block Dump
Enable Log Timestamps
Start Big Picture Mode
Big Picture
In Toolbar
Cover Downloader...
Show Advanced Settings
Recording Viewer
Video Capture
Edit Cheats...
Edit Patches...
Internal Resolution
%1x Scale
Select location to save block dump:
Do not show again
Changing advanced settings can have unpredictable effects on games, including graphical glitches, lock-ups, and even corrupted save files. We do not recommend changing advanced settings unless you know what you are doing, and the implications of changing each setting.
The PCSX2 team will not provide any support for configurations that modify these settings, you are on your own.
Are you sure you want to continue?
%1 Files (*.%2)
WARNING: Memory Card Busy
Confirm Shutdown
Are you sure you want to shut down the virtual machine?
Save State For Resume
Error
You must select a disc to change discs.
Properties...
Set Cover Image...
Exclude From List
Reset Play Time
Check Wiki Page
Default Boot
Fast Boot
Full Boot
Boot and Debug
Add Search Directory...
Start File
Start Disc
Select Disc Image
Updater Error
<p>Sorry, you are trying to update a PCSX2 version which is not an official GitHub release. To prevent incompatibilities, the auto-updater is only enabled on official builds.</p><p>To obtain an official build, please download from the link below:</p><p><a href="https://pcsx2.net/downloads/">https://pcsx2.net/downloads/</a></p>
Automatic updating is not supported on the current platform.
Confirm File Creation
The pnach file '%1' does not currently exist. Do you want to create it?
Failed to create '%1'.
Theme Change
Changing the theme will close the debugger window. Any unsaved data will be lost. Do you want to continue?
Input Recording Failed
Failed to create file: {}
Input Recording Files (*.p2m2)
Input Playback Failed
Failed to open file: {}
Paused
Load State Failed
Cannot load a save state without a running VM.
The new ELF cannot be loaded without resetting the virtual machine. Do you want to reset the virtual machine now?
Cannot change from game to GS dump without shutting down first.
Failed to get window info from widget
Stop Big Picture Mode
Exit Big Picture
In Toolbar
Game Properties
Game properties is unavailable for the current game.
Could not find any CD/DVD-ROM devices. Please ensure you have a drive connected and sufficient permissions to access it.
Select disc drive:
This save state does not exist.
Select Cover Image
Cover Already Exists
A cover image for this game already exists, do you wish to replace it?
Copy Error
Failed to remove existing cover '%1'
Failed to copy '%1' to '%2'
Failed to remove '%1'
Confirm Reset
All Cover Image Types (*.jpg *.jpeg *.png *.webp)
You must select a different file to the current cover image.
Are you sure you want to reset the play time for '%1'?
This action cannot be undone.
Load Resume State
A resume save state was found for this game, saved at:
%1.
Do you want to load this state, or start from a fresh boot?
Fresh Boot
Delete And Boot
Failed to delete save state file '%1'.
Load State File...
Load From File...
Select Save State File
Save States (*.p2s)
Delete Save States...
All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.zso *.gz *.elf *.irx *.gs *.gs.xz *.gs.zst *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;Media Descriptor File (*.mdf);;MAME CHD Images (*.chd);;CSO Images (*.cso);;ZSO Images (*.zso);;GZ Images (*.gz);;ELF Executables (*.elf);;IRX Executables (*.irx);;GS Dumps (*.gs *.gs.xz *.gs.zst);;Block Dumps (*.dump)
All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.zso *.gz *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;Media Descriptor File (*.mdf);;MAME CHD Images (*.chd);;CSO Images (*.cso);;ZSO Images (*.zso);;GZ Images (*.gz);;Block Dumps (*.dump)
WARNING: Your memory card is still writing data. Shutting down now <b>WILL IRREVERSIBLY DESTROY YOUR MEMORY CARD.</b> It is strongly recommended to resume your game and let it finish writing to your memory card.<br><br>Do you wish to shutdown anyways and <b>IRREVERSIBLY DESTROY YOUR MEMORY CARD?</b>
Save States (*.p2s *.p2s.backup)
Undo Load State
Resume (%2)
Load Slot %1 (%2)
Delete Save States
Are you sure you want to delete all save states for %1?
The saves will not be recoverable.
%1 save states deleted.
Save To File...
Empty
Save Slot %1 (%2)
Confirm Disc Change
Do you want to swap discs or boot the new image (via system reset)?
Swap Disc
Reset
Missing Font File
The font file '%1' is required for the On-Screen Display and Big Picture Mode to show messages in your language.<br><br>Do you want to download this file now? These files are usually less than 10 megabytes in size.<br><br><strong>If you do not download this file, on-screen messages will not be readable.</strong>
Downloading Files
MemoryCard
Memory Card Creation Failed
Could not create the memory card:
{}
Memory Card Read Failed
Unable to access memory card:
{}
Another instance of PCSX2 may be using this memory card or the memory card is stored in a write-protected folder.
Close any other instances of PCSX2, or restart your computer.
Memory Card '{}' was saved to storage.
Failed to create memory card. The error was:
{}
Memory Cards reinserted.
Force ejecting all Memory Cards. Reinserting in 1 second.
MemoryCardConvertDialog
Convert Memory Card
Conversion Type
8 MB File
16 MB File
32 MB File
64 MB File
Folder
<center><strong>Note:</strong> Converting a Memory Card creates a <strong>COPY</strong> of your existing Memory Card. It does <strong>NOT delete, modify, or replace</strong> your existing Memory Card.</center>
Progress
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
There was an error when accessing the memory card directory. Error message: %0
MemoryCardCreateDialog
Create Memory Card
<html><head/><body><p><span style=" font-weight:700;">Create Memory Card</span><br />Enter the name of the Memory Card you wish to create, and choose a size. We recommend either using 8MB Memory Cards, or folder Memory Cards for best compatibility.</p></body></html>
Memory Card Name:
8 MB [Most Compatible]
This is the standard Sony-provisioned size, and is supported by all games and BIOS versions.
16 MB
A typical size for third-party Memory Cards which should work with most games.
32 MB
64 MB
Low compatibility warning: yes, it's very big, but may not work with many games.
Folder [Recommended]
Store Memory Card contents in the host filesystem instead of a file.
128 KB (PS1)
This is the standard Sony-provisioned size PS1 Memory Card, and only compatible with PS1 games.
Use NTFS Compression
NTFS compression is built-in, fast, and completely reliable. Typically compresses Memory Cards (highly recommended).
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.
MemoryCardListWidget
Yes
No
MemoryCardSettingsWidget
Memory Card Slots
Memory Cards
Folder:
Browse...
Open...
Reset
Name
Type
Formatted
Last Modified
Refresh
Create
Rename
Convert
Delete
Settings
Automatically manage saves based on running game
Checked
(Folder type only / Card size: Auto) Loads only the relevant booted game saves, ignoring others. Avoids running out of space for saves.
Swap Memory Cards
Eject Memory Card
Error
Delete Memory Card
Rename Memory Card
New Card Name
New name is invalid, it must end with .ps2
New name is invalid, a card with this name already exists.
Slot %1
This Memory Card cannot be recognized or is not a valid file type.
Are you sure you wish to delete the Memory Card '%1'?
This action cannot be reversed, and you will lose any saves on the card.
Failed to delete the Memory Card. The log may have more information.
Failed to rename Memory Card. The log may contain more information.
Use for Slot %1
Both slots must have a card selected to swap.
PS2 (8MB)
PS2 (16MB)
PS2 (32MB)
PS2 (64MB)
PS1 (128KB)
Unknown
PS2 (Folder)
MemoryCardSlotWidget
%1 [%2]
%1 [Missing]
Ignore Crowdin's warning for [Missing], the text should be translated.
MemorySearchWidget
Value
Type
1 Byte (8 bits)
2 Bytes (16 bits)
4 Bytes (32 bits)
8 Bytes (64 bits)
Float
Double
String
Array of byte
Hex
Search
Filter Search
Equals
Not Equals
Greater Than
Greater Than Or Equal
Less Than
Less Than Or Equal
Comparison
Start
End
Search Results List Context Menu
Copy Address
Go to in Disassembly
Add to Saved Memory Addresses
Remove Result
Debugger
Invalid start address
Invalid end address
Start address can't be equal to or greater than the end address
Invalid search value
Value is larger than type
This search comparison can only be used with filter searches.
%0 results found
Searching...
Increased
Increased By
Decreased
Decreased By
Changed
Changed By
Not Changed
MemoryViewWidget
Memory
Copy Address
Go to in Disassembly
Go to address
Show as Little Endian
Show as 1 byte
Show as 2 bytes
Show as 4 bytes
Show as 8 bytes
Add to Saved Memory Addresses
Copy Byte
Copy Segment
Copy Character
Paste
Go To In Memory View
Cannot Go To
NewFunctionDialog
No existing function found.
No next symbol found.
Size is invalid.
Size is not a multiple of 4.
A function already exists at that address.
Cannot create symbol source.
Cannot create symbol.
Cannot Create Function
NewGlobalVariableDialog
Cannot create symbol source.
Cannot create symbol.
Cannot Create Global Variable
NewInputRecordingDlg
New Input Recording
Select Recording Type
Power On
Indicates that the input recording that is about to be started will be recorded from the moment the emulation boots on/starts.
Save State
Indicates that the input recording that is about to be started will be recorded when an accompanying save state is saved.
<html><head/><body><p align="center"><span style=" color:#ff0000;">Be Warned! Making an input recording that starts from a save-state will fail to work on future versions due to save-state versioning.</span></p></body></html>
Select File Path
Browse
Enter Author Name
Input Recording Files (*.p2m2)
Select a File
NewLocalVariableDialog
Invalid function.
Cannot determine stack frame size of selected function.
Cannot create symbol source.
Cannot create symbol.
Cannot Create Local Variable
NewParameterVariableDialog
Invalid function.
Invalid storage type.
Cannot determine stack frame size of selected function.
Cannot create symbol source.
Cannot create symbol.
Cannot Create Parameter Variable
NewSymbolDialog
Dialog
Name
Address
Register
Stack Pointer Offset
Size
Custom
Existing Functions
Shrink to avoid overlaps
Do not modify
Type
Function
Global
Stack
Fill existing function (%1 bytes)
Fill existing function (none found)
Fill space (%1 bytes)
Fill space (no next symbol)
Fill existing function
Fill space
Name is empty.
Address is not valid.
Address is not aligned.
Pad
D-Pad Up
D-Pad Right
D-Pad Down
D-Pad Left
Triangle
Circle
Cross
Square
Select
Start
L1 (Left Bumper)
L2 (Left Trigger)
R1 (Right Bumper)
R2 (Right Trigger)
L3 (Left Stick Button)
R3 (Right Stick Button)
Analog Toggle
Apply Pressure
Left Stick Up
Left Stick Right
Left Stick Down
Left Stick Left
Right Stick Up
Right Stick Right
Right Stick Down
Right Stick Left
Large (Low Frequency) Motor
Small (High Frequency) Motor
Not Inverted
Invert Left/Right
Invert Up/Down
Invert Left/Right + Up/Down
Invert Left Stick
Inverts the direction of the left analog stick.
Invert Right Stick
Inverts the direction of the right analog stick.
Analog Deadzone
Sets the analog stick deadzone, i.e. the fraction of the stick movement which will be ignored.
%.0f%%
Button/Trigger Deadzone
Sets the deadzone for activating buttons/triggers, i.e. the fraction of the trigger which will be ignored.
Pressure Modifier Amount
Analog light is now on for port {0} / slot {1}
Analog light is now off for port {0} / slot {1}
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
Increases or decreases the intensity of low frequency vibration sent by the game.
Small Motor Vibration Scale
Increases or decreases the intensity of high frequency vibration sent by the game.
Sets the pressure when the modifier button is held.
Not Connected
DualShock 2
Strum Up
Strum Down
Green Fret
Red Fret
Yellow Fret
Blue Fret
Orange Fret
Whammy Bar
Tilt Up
Whammy Bar Deadzone
Sets the whammy bar deadzone. Inputs below this value will not be sent to the PS2.
Whammy Bar Sensitivity
Sets the whammy bar axis scaling factor.
Guitar
Controller port {0}, slot {1} has a {2} connected, but the save state has a {3}.
Ejecting {3} and replacing it with {2}.
Yellow (Left)
Yellow (Right)
Blue (Left)
Blue (Right)
White (Left)
White (Right)
Green (Left)
Green (Right)
Red
Pop'n Music
Motor
Dial (Left)
Dial (Right)
Dial Deadzone
Sets the dial deadzone. Inputs below this value will not be sent to the PS2.
Dial Sensitivity
Sets the dial scaling factor.
Jogcon
B Button
A Button
I Button
II Button
L (Left Bumper)
R (Right Bumper)
Twist (Left)
Twist (Right)
Twist Deadzone
Sets the twist deadzone. Inputs below this value will not be sent to the PS2.
Twist Sensitivity
Sets the twist scaling factor.
Negcon
Patch
Failed to open {}. Built-in game patches are not available.
%n GameDB patches are active.
OSD Message
%n game patches are active.
OSD Message
%n cheat patches are active.
OSD Message
No cheats or patches (widescreen, compatibility or others) are found / enabled.
Pcsx2Config
Disabled (Noisy)
TimeStretch (Recommended)
PermissionsDialogCamera
PCSX2 uses your camera to emulate an EyeToy camera plugged into the virtual PS2.
PermissionsDialogMicrophone
PCSX2 uses your microphone to emulate a USB microphone plugged into the virtual PS2.
QCoreApplication
Invalid array subscript.
No type name provided.
Type '%1' not found.
QObject
HDD Creator
Failed to create HDD image
Creating HDD file
%1 / %2 MiB
Cancel
QtAsyncProgressThread
Error
Question
Information
QtHost
RA: Logged in as %1 (%2 pts, softcore: %3 pts). %4 unread messages.
Error
An error occurred while deleting empty game settings:
{}
An error occurred while saving game settings:
{}
Controller {} connected.
System paused because controller {} was disconnected.
Controller {} disconnected.
Cancel
QtModalProgressCallback
PCSX2
Cancel
Error
Question
Information
RegisterWidget
Register View
View as hex
View as float
Copy Top Half
Copy Bottom Half
Copy Segment
Copy Value
Change Top Half
Change Bottom Half
Change Segment
Change Value
Go to in Disassembly
Go to in Memory View
Change %1
Changing the value in a CPU register (e.g. "Change t0")
Invalid register value
Invalid hexadecimal register value.
Invalid floating-point register value.
Invalid target address
SaveState
This save state is outdated and is no longer compatible with the current version of PCSX2.
If you have any unsaved progress on this save state, you can download the compatible version (PCSX2 {}) from pcsx2.net, load the save state, and save your progress to the memory card.
SavedAddressesModel
MEMORY ADDRESS
LABEL
DESCRIPTION
SettingWidgetBinder
Reset
Default:
Confirm Folder
The chosen directory does not currently exist:
%1
Do you want to create this directory?
Error
Folder path cannot be empty.
Select folder for %1
SettingsDialog
Use Global Setting [Enabled]
THIS STRING IS SHARED ACROSS MULTIPLE OPTIONS. Be wary about gender/number. Also, ignore Crowdin's warning regarding [Enabled]: the text must be translated.
Use Global Setting [Disabled]
THIS STRING IS SHARED ACROSS MULTIPLE OPTIONS. Be wary about gender/number. Also, ignore Crowdin's warning regarding [Disabled]: the text must be translated.
Use Global Setting [%1]
SettingsWindow
PCSX2 Settings
Restore Defaults
Copy Global Settings
Clear Settings
Close
<strong>Summary</strong><hr>This page shows details about the selected game. Changing the Input Profile will set the controller binding scheme for this game to whichever profile is chosen, instead of the default (Shared) configuration. The track list and dump verification can be used to determine if your disc image matches a known good dump. If it does not match, the game may be broken.
Summary
Summary is unavailable for files not present in game list.
Interface
Game List
<strong>Game List Settings</strong><hr>The list above shows the directories which will be searched by PCSX2 to populate the game list. Search directories can be added, removed, and switched to recursive/non-recursive.
BIOS
Emulation
Patches
<strong>Patches</strong><hr>This section allows you to select optional patches to apply to the game, which may provide performance, visual, or gameplay improvements.
Cheats
<strong>Cheats</strong><hr>This section allows you to select which cheats you wish to enable. You cannot enable/disable cheats without labels for old-format pnach files, those will automatically activate if the main cheat enable option is checked.
Game Fixes
<strong>Game Fixes Settings</strong><hr>Game Fixes can work around incorrect emulation in some titles.<br>However, they can also cause problems in games if used incorrectly.<br>It is best to leave them all disabled unless advised otherwise.
Graphics
Audio
Memory Cards
Network & HDD
Folders
<strong>Folder Settings</strong><hr>These options control where PCSX2 will save runtime data files.
Achievements
<strong>Achievements Settings</strong><hr>These options control the RetroAchievements implementation in PCSX2, allowing you to earn achievements in your games.
RAIntegration is being used, built-in RetroAchievements support is disabled.
Advanced
Are you sure you want to restore the default settings? Any existing preferences will be lost.
<strong>Interface Settings</strong><hr>These options control how the software looks and behaves.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>BIOS Settings</strong><hr>Configure your BIOS here.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>Emulation Settings</strong><hr>These options determine the configuration of frame pacing and game settings.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>Graphics Settings</strong><hr>These options determine the configuration of the graphical output.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>Audio Settings</strong><hr>These options control the audio output of the console.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>Memory Card Settings</strong><hr>Create and configure Memory Cards here.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>Network & HDD Settings</strong><hr>These options control the network connectivity and internal HDD storage of the console.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
<strong>Advanced Settings</strong><hr>These are advanced options to determine the configuration of the simulated console.<br><br>Mouse over an option for additional information, and Shift+Wheel to scroll this panel.
Debug
<strong>Debug Settings</strong><hr>These are options which can be used to log internal information about the application. <strong>Do not modify unless you know what you are doing</strong>, it will cause significant slowdown, and can waste large amounts of disk space.
Confirm Restore Defaults
Reset UI Settings
The configuration for this game will be replaced by the current global settings.
Any current setting values will be overwritten.
Do you want to continue?
Per-game configuration copied from global settings.
The configuration for this game will be cleared.
Any current setting values will be lost.
Do you want to continue?
Per-game configuration cleared.
Recommended Value
SetupWizardDialog
PCSX2 Setup Wizard
Language
BIOS Image
Game Directories
Controller Setup
Complete
Language:
Theme:
Enable Automatic Updates
<html><head/><body><p>PCSX2 requires a PS2 BIOS in order to run.</p><p>For legal reasons, you must obtain a BIOS <strong>from an actual PS2 unit that you own</strong> (borrowing doesn't count).</p><p>Once dumped, this BIOS image should be placed in the bios folder within the data directory shown below, or you can instruct PCSX2 to scan an alternative directory.</p><p>A guide for dumping your BIOS can be found <a href="https://pcsx2.net/docs/setup/bios/">here</a>.</p></body></html>
BIOS Directory:
Browse...
Reset
Filename
Version
Open BIOS Folder...
Refresh List
<html><head/><body><p>PCSX2 will automatically scan and identify games from the selected directories below, and populate the game list.<br>These games should be dumped from discs you own. Guides for dumping discs can be found <a href="https://pcsx2.net/docs/setup/dumping">here</a>.</p><p>Supported formats for dumps include:</p><p><ul><li>.bin/.iso (ISO Disc Images)</li><li>.mdf (Media Descriptor File)</li><li>.chd (Compressed Hunks of Data)</li><li>.cso (Compressed ISO)</li><li>.zso (Compressed ISO)</li><li>.gz (Gzip Compressed ISO)</li></ul></p></p></body></html>
Search Directories (will be scanned for games)
Add...
Remove
Search Directory
Scan Recursively
<html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Welcome to PCSX2!</span></h1><p>This wizard will help guide you through the configuration steps required to use the application. It is recommended if this is your first time installing PCSX2 that you view the setup guide <a href="https://pcsx2.net/docs/">here</a>.</p><p>By default, PCSX2 will connect to the server at <a href="https://pcsx2.net/">pcsx2.net</a> to check for updates, and if available and confirmed, download update packages from <a href="https://github.com/">github.com</a>. If you do not wish for PCSX2 to make any network connections on startup, you should uncheck the Automatic Updates option now. The Automatic Update setting can be changed later at any time in Interface Settings.</p><p>Please choose a language and theme to begin.</p></body></html>
<html><head/><body><p>By default, PCSX2 will map your keyboard to the virtual PS2 controller.</p><p><span style=" font-weight:704;">To use an external controller, you must map it first. </span>On this screen, you can automatically map any controller which is currently connected. If your controller is not currently connected, you can plug it in now.</p><p>To change controller bindings in more detail, or use multi-tap, open the Settings menu and choose Controllers once you have completed the Setup Wizard.</p><p>Guides for configuring controllers can be found <a href="https://pcsx2.net/docs/post/controllers/"><span style="">here</span></a>.</p></body></html>
Controller Port 1
Controller Mapped To:
Controller Type:
Default (Keyboard)
Automatic Mapping
Controller Port 2
<html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Setup Complete!</span></h1><p>You are now ready to run games.</p><p>Further options are available under the settings menu. You can also use the Big Picture UI for navigation entirely with a gamepad.</p><p>We hope you enjoy using PCSX2.</p></body></html>
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Warning
A BIOS image has not been selected. PCSX2 <strong>will not</strong> be able to run games without a BIOS image.<br><br>Are you sure you wish to continue without selecting a BIOS image?
No game directories have been selected. You will have to manually open any game dumps you want to play, PCSX2's list will be empty.
Are you sure you want to continue?
&Finish
Cancel Setup
Are you sure you want to cancel PCSX2 setup?
Any changes have been saved, and the wizard will run again next time you start PCSX2.
Open Directory...
Select Search Directory
Scan Recursively?
Would you like to scan the directory "%1" recursively?
Scanning recursively takes more time, but will identify files in subdirectories.
Default (None)
No devices available
Automatic Binding
No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping.
StackModel
ENTRY
Warning: short space limit. Abbreviate if needed.
LABEL
Warning: short space limit. Abbreviate if needed.
PC
Warning: short space limit. Abbreviate if needed. PC = Program Counter (location where the CPU is executing).
INSTRUCTION
Warning: short space limit. Abbreviate if needed.
STACK POINTER
Warning: short space limit. Abbreviate if needed.
SIZE
Warning: short space limit. Abbreviate if needed.
SymbolTreeModel
Alive
Dead
Name
Value
Location
Size
Type
Liveness
SymbolTreeTypeDelegate
Symbol no longer exists.
Cannot Change Type
SymbolTreeWidget
Form
Refresh
Filter
+
-
(unknown source file)
(unknown section)
(unknown module)
Copy Name
Copy Mangled Name
Copy Location
Rename Symbol
Go to in Disassembly
Go to in Memory View
Show Size Column
Group by Module
Group by Section
Group by Source File
Sort by if type is known
Reset children
Change type temporarily
Confirm Deletion
Delete '%1'?
Name:
Change Type To
Type:
Cannot Change Type
That node cannot have a type.
ThreadModel
INVALID
ID
Warning: short space limit. Abbreviate if needed.
PC
Warning: short space limit. Abbreviate if needed. PC = Program Counter (location where the CPU is executing).
ENTRY
Warning: short space limit. Abbreviate if needed.
PRIORITY
Warning: short space limit. Abbreviate if needed.
STATE
Warning: short space limit. Abbreviate if needed.
WAIT TYPE
Warning: short space limit. Abbreviate if needed.
BAD
Refers to a Thread State in the Debugger.
RUN
Refers to a Thread State in the Debugger.
READY
Refers to a Thread State in the Debugger.
WAIT
Refers to a Thread State in the Debugger.
SUSPEND
Refers to a Thread State in the Debugger.
WAIT SUSPEND
Refers to a Thread State in the Debugger.
DORMANT
Refers to a Thread State in the Debugger.
NONE
Refers to a Thread Wait State in the Debugger.
WAKEUP REQUEST
Refers to a Thread Wait State in the Debugger.
SEMAPHORE
Refers to a Thread Wait State in the Debugger.
SLEEP
Refers to a Thread Wait State in the Debugger.
DELAY
Refers to a Thread Wait State in the Debugger.
EVENTFLAG
Refers to a Thread Wait State in the Debugger.
MBOX
Refers to a Thread Wait State in the Debugger.
VPOOL
Refers to a Thread Wait State in the Debugger.
FIXPOOL
Refers to a Thread Wait State in the Debugger.
USB
Webcam (EyeToy)
Sony EyeToy
Konami Capture Eye
Video Device
Audio Device
Audio Latency
Selects the device to capture images from.
HID Keyboard (Konami)
Keyboard
HID Mouse
Pointer
Left Button
Right Button
Middle Button
GunCon 2
D-Pad Up
D-Pad Down
D-Pad Left
D-Pad Right
Trigger
Shoot Offscreen
Calibration Shot
A
B
C
Select
Start
Relative Left
Relative Right
Relative Up
Relative Down
Cursor Path
Sets the crosshair image that this lightgun will use. Setting a crosshair image will disable the system cursor.
Cursor Scale
Scales the crosshair image set above.
%.0f%%
Cursor Color
Applies a color to the chosen crosshair images, can be used for multiple players. Specify in HTML/CSS format (e.g. #aabbcc)
Manual Screen Configuration
Forces the use of the screen parameters below, instead of automatic parameters if available.
X Scale (Sensitivity)
Scales the position to simulate CRT curvature.
%.2f%%
Y Scale (Sensitivity)
Center X
Sets the horizontal center position of the simulated screen.
%.0fpx
Center Y
Sets the vertical center position of the simulated screen.
Screen Width
Sets the width of the simulated screen.
%dpx
Screen Height
Sets the height of the simulated screen.
Logitech USB Headset
Input Device
Selects the device to read audio from.
Output Device
Selects the device to output audio to.
Input Latency
Specifies the latency to the host input device.
%dms
Output Latency
Specifies the latency to the host output device.
USB-Mic: Neither player 1 nor 2 is connected.
USB-Mic: Failed to start player {} audio stream.
Microphone
Singstar
Logitech
Konami
Player 1 Device
Selects the input for the first player.
Player 2 Device
Selects the input for the second player.
usb-msd: Could not open image file '{}'
Mass Storage Device
Modification time to USB mass storage image changed, reattaching.
Iomega Zip-100 (Generic)
Sony MSAC-US1 (PictureParadise)
Image Path
Sets the path to image which will back the virtual mass storage device.
Steering Left
Steering Right
Throttle
Brake
Cross
Square
Circle
Triangle
L1
R1
L2
R2
Force Feedback
Shift Up / R1
Shift Down / L1
L3
R3
Menu Up
Menu Down
X
Y
Off
Low
Medium
High
Steering Smoothing
Smooths out changes in steering to the specified percentage per poll. Needed for using keyboards.
%d%%
Steering Deadzone
Steering axis deadzone for pads or non self centering wheels.
Steering Damping
Applies power curve filter to steering axis values. Dampens small inputs.
Workaround for Intermittent FFB Loss
Works around bugs in some wheels' firmware that result in brief interruptions in force. Leave this disabled unless you need it, as it has negative side effects on many wheels.
Wheel Device
Driving Force
Driving Force Pro
Driving Force Pro (rev11.02)
GT Force
Rock Band Drum Kit
Blue
Green
Red
Yellow
Orange
Buzz Controller
Player 1 Red
Player 1 Blue
Player 1 Orange
Player 1 Green
Player 1 Yellow
Player 2 Red
Player 2 Blue
Player 2 Orange
Player 2 Green
Player 2 Yellow
Player 3 Red
Player 3 Blue
Player 3 Orange
Player 3 Green
Player 3 Yellow
Player 4 Red
Player 4 Blue
Player 4 Orange
Player 4 Green
Player 4 Yellow
KeyboardMania
C 1
C# 1
D 1
D# 1
E 1
F 1
F# 1
G 1
G# 1
A 1
A# 1
B 1
C 2
C# 2
D 2
D# 2
E 2
F 2
F# 2
G 2
G# 2
A 2
A# 2
B 2
Wheel Up
Wheel Down
Sega Seamic
Stick Left
Stick Right
Stick Up
Stick Down
Z
L
R
Failed to open '{}' for printing.
Printer saving to '{}'...
Printer
None
Not Connected
Default Input Device
Default Output Device
DJ Hero Turntable
Triangle / Euphoria
Crossfader Left
Crossfader Right
Left Turntable Clockwise
Left Turntable Counterclockwise
Right Turntable Clockwise
Right Turntable Counterclockwise
Left Turntable Green
Left Turntable Red
Left Turntable Blue
Right Turntable Green
Right Turntable Red
Right Turntable Blue
Apply a multiplier to the turntable
Effects Knob Left
Effects Knob Right
Turntable Multiplier
Gametrak Device
Foot Pedal
Left X
Left Y
Left Z
Right X
Right Y
Right Z
Invert X axis
Invert Y axis
Invert Z axis
Limit Z axis [100-4095]
- 4095 for original Gametrak controllers
- 1790 for standard gamepads
%d
RealPlay Device
RealPlay Racing
RealPlay Sphere
RealPlay Golf
RealPlay Pool
Accel X
Accel Y
Accel Z
Trance Vibrator (Rez)
Train Controller
Type 2
Shinkansen
Ryojōhen
Power
A Button
B Button
C Button
D Button
Announce
Horn
Left Door
Right Door
Camera Button
Axes Passthrough
Passes through the unprocessed input axis to the game. Enable if you are using a compatible Densha De Go! controller. Disable if you are using any other joystick.
USBBindingWidget
Axes
Buttons
USBBindingWidget_Buzz
Player 1
Red
PushButton
Blue
Orange
Green
Yellow
Player 2
Player 3
Player 4
USBBindingWidget_DenshaCon
Face Buttons
C
B
D
A
Hints
The Densha Controller Type 2 is a two-handle train master controller with a D-Pad and six buttons. The power axis starts from neutral and has five progressively higher notches of power. The brake axis starts released, and has eight progressively increasing notches plus an Emergency Brake. This controller is compatible with several games and generally maps well to hardware with one or two physical axes with a similar range of notches, such as the modern "Zuiki One Handle MasCon".
This controller is created for the Densha De GO! game franchise, which is about playing the role of a train conductor. The controller mimics controls inside of Japanese trains. The 'Densha Controller Type 2' and 'Zuiki One Handle MasCon' are specific brands of USB train master controller. Both products are only distributed in Japan, so they do not have official non-Japanese names.
D-Pad
Down
Left
Up
Right
Power Lever
Power refers to the train's accelerator which causes the train to increase speed.
Brake Lever
Select
Start
USBBindingWidget_DrivingForce
Hints
To bind steering for most modern 900 degree wheels, turn the wheel one rotation in the desired direction, then back again to center.
Force Feedback
D-Pad
Down
Left
Up
Right
L1
L2
Brake
Steering Left
Steering Right
Select
Start
Face Buttons
Circle
Cross
Triangle
Square
R1
R2
Accelerator
USBBindingWidget_GTForce
Hints
To bind steering for most modern 900 degree wheels, turn the wheel one rotation in the desired direction, then back again to center.
Force Feedback
X
A
Brake
Steering Left
Steering Right
Left Paddle
Right Paddle
Y
B
Accelerator
USBBindingWidget_Gametrak
Left Hand
X Axis
PushButton
Left=0 / Right=0x3ff
Y Axis
Back=0 / Front=0x3ff
Z Axis
Top=0 / Bottom=0xfff
Foot Pedal
Right Hand
USBBindingWidget_GunCon2
Buttons
A
C
Start
Select
B
D-Pad
Down
Left
Up
Right
Pointer Setup
<p>By default, GunCon2 will use the mouse pointer. To use the mouse, you <strong>do not</strong> need to configure any bindings apart from the trigger and buttons.</p>
<p>If you want to use a controller, or lightgun which simulates a controller instead of a mouse, then you should bind it to Relative Aiming. Otherwise, Relative Aiming should be <strong>left unbound</strong>.</p>
Relative Aiming
Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.
Trigger
Shoot Offscreen
Calibration Shot
Calibration shot is required to pass the setup screen in some games.
USBBindingWidget_RealPlay
D-Pad Up
PushButton
D-Pad Down
D-Pad Left
D-Pad Right
Red
Green
Yellow
Blue
Accel X
Accel Y
Accel Z
USBBindingWidget_RyojouhenCon
Hints
The Ryojōhen Controller is a two-handle train master controller with a D-Pad and seven buttons. The power axis starts from neutral and has four progressively higher notches of power. The brake axis is analogue with three regions representing to release brake pressure, hold brakes at the current pressure, or increase brake pressure. Extending this axis to the extreme triggers the Emergency Brake. This controller is designed for use with Densha De GO! Ryojōhen, and is best used with hardware with two axes, one of which can be easily feathered to increase or decrease brake pressure.
Ryojōhen refers to a specific edition of the Densha De GO! game franchise, which is about playing the role of a train conductor. The controller mimics controls inside of Japanese trains. For consistency, romanization of 'Ryojōhen' should be kept consistent across western languages, as there is no official translation for this name.
Door Buttons
Door buttons toggle to open or close train doors when this controller is used with Densha De GO! games.
Left
PushButton
Right
D-Pad
Down
Up
Brake Lever
Power Lever
Power refers to the train's accelerator which causes the train to increase speed.
Face Buttons
Select
Start
Announce
Announce is used in-game to trigger the train conductor to make voice over announcements for an upcoming train stop.
Camera
Camera is used to switch the view point. Original: 視点切替
Horn
Horn is used to alert people and cars that a train is approaching. Original: 警笛
USBBindingWidget_ShinkansenCon
Hints
The Shinkansen Controller is a two-handle train master controller with a D-Pad and six buttons. The power axis starts from neutral and has thirteen progressively higher notches of power. The brake axis starts released, and has seven progressively increasing notches plus an Emergency Brake. This controller is designed for use with Densha De GO! San'yō Shinkansen-hen, and is best used with hardware with 14 or more notch settings on an axis.
This controller is created for a specific edition of the Densha De GO! game franchise, which is about playing the role of a train conductor. The controller mimics controls inside of Japanese trains, in this case bullet trains. The product does not have an official name translation, and it is common to refer to the train type as Shinkansen.
Power Lever
Power refers to the train's accelerator which causes the train to increase speed.
D-Pad
Down
Left
Up
Right
Select
Start
Brake Lever
Face Buttons
C
B
D
A
USBBindingWidget_TranceVibrator
Motor
USBDeviceWidget
Device Type
Bindings
Settings
Automatic Mapping
Clear Mapping
USB Port %1
No devices available
Clear Bindings
Are you sure you want to clear all bindings for this device? This action cannot be undone.
Automatic Binding
No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping.
VMManager
Failed to back up old save state {}.
Failed to save save state: {}.
PS2 BIOS ({})
Unknown Game
CDVD precaching was cancelled.
CDVD precaching failed: {}
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).
Once dumped, this BIOS image should be placed in the bios folder within the data directory (Tools Menu -> Open Data Directory).
Please consult the FAQs and Guides for further instructions.
Resuming state
Boot and Debug
Failed to load save 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.
Upscale multiplier is below native, this will break rendering.
Mipmapping is disabled. This may break rendering in some games.
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
Trilinear filtering is not set to automatic. This may break rendering in some games.
Blending Accuracy 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.
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.
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.
Texture dumping is enabled, this will continually dump textures to disk.