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
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Your RetroAchievements login token is no longer valid.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. Please check your username and password, and try again.
Login failed.
AchievementSettingsWidget
Global Settings
Enable Achievements
Show Challenge Indicators
Enable RA's Rich Presence
This "Rich Presence" is not Discord's, but rather RetroAchivements own system.
Enable Hardcore Mode
Enable Leaderboards
Test Unofficial Achievements
Enable Test Mode
Enable Sound Effects
Show Notifications
Account
Login...
View Profile...
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 and logged in, PCSX2 will scan for achievements on game load.
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.
When enabled, rich presence information will be collected and sent to the RetroAchievements servers where supported.
"Challenge" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions.
Checked
Enables tracking and submission of leaderboards in supported games. If leaderboards are disabled, you will still be able to view the leaderboard and scores, but no scores will be uploaded.
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.
Reset System
Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?
Username: %1
Login token generated on %2.
Variable %1 is an username, variable %2 is a timestamp.
Logout
Not Logged In.
Achievements
Hardcore mode is now enabled.
Hardcore mode is now disabled.
(Hardcore Mode)
You have earned {0} of {1} achievements, and {2} of {3} points.
This game has no achievements.
Leaderboard submission is enabled.
Failed to read executable from disc. Achievements disabled.
AdvancedSettingsWidget
Use Global Setting [%1]
Rounding Mode
Chop / Zero (Default)
Clamping Mode
Normal (Default)
Enable Recompiler
Checked
Performs just-in-time binary translation of 64-bit MIPS-IV machine code to x86.
Wait Loop Detection
Wait loop: When the game makes the CPU do nothing (loop/spin) while it waits for something to happen (usually an interrupt).
Moderate speedup for some games, with no known side effects.
Enable Cache (Slow)
Unchecked
Interpreter only, provided for diagnostic.
INTC Spin Detection
INTC = Name of a PS2 register, leave as-is. "spin" = to make a cpu (or gpu) actively do nothing while you wait for something. Like spinning in a circle, you're moving but not actually going anywhere.
Huge speedup for some games, with almost no compatibility side effects.
Enable Fast Memory Access
Uses backpatching to avoid register flushing on every memory access.
"Backpatching" = To edit previously generated code to change what it does (in this case, we generate direct memory accesses, then backpatch them to jump to a fancier handler function when we realize they need the fancier handler function)
Pause On TLB Miss
Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note that the VM will pause after the end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid access occurred.
VU0 Rounding Mode
VU1 Rounding Mode
VU0 Clamping Mode
VU1 Clamping Mode
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.
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
Chop / Zero (Default)
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)
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
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)
Extra
VU0 Clamping Mode:
VU0 Rounding Mode:
VU1 Clamping Mode:
I/O Processor (IOP, MIPS-I)
Game Settings
Enable Game Fixes
Enable Compatibility Patches
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:
PINE Settings
Slot:
Enable
AudioSettingsWidget
Timestretch Settings
Sequence Length:
30
Seekwindow Size:
20
Overlap:
10
Restore Defaults
Volume
100%
Mixing Settings
Synchronization:
TimeStretch (Recommended)
Async Mix (Breaks some games!)
None (Audio can skip.)
Expansion:
Stereo (None, Default)
Quadrafonic
Surround 5.1
Surround 7.1
ProLogic Level:
ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language.
None (Default)
ProLogic Decoding (basic)
ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language.
ProLogic II Decoding (gigaherz)
ProLogic II is a Dolby brand. Leave the name as-is unless there is an official translation for your language. gigaherz is the nickname of one of PCSX2's developers. Leave as-is.
Target Latency:
60 ms
Output Settings
Output Module:
Output Latency:
20 ms
Minimal
Output Backend:
Maximum Latency:
Output Device:
Cubeb (Cross-platform)
ms
Measuring unit that will appear after the number selected in its option. Adapt the space depending on your language's rules.
Synchronization
When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast-forward/slowdown audio.
Expansion
Determines how the stereo output from the emulated system is upmixed into a greater number of the output speakers.
Output Module
Cubeb is an audio engine name. Leave as-is.
Selects the library to be used for audio output.
Output Backend
Default
When the sound output module supports multiple audio backends, determines the API to be used for audio output to the system.
Output Device
Determines which audio device to output the sound to.
Target Latency
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.
Sequence Length
30 ms
Seek Window Size
Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search.
Overlap
10 ms
Pre-applies a volume modifier to the game's audio output before forwarding it to your computer.
Use Global Setting [%1]
%1%
Variable value that indicates a percentage. Preserve the %1 variable, adapt the latter % (and/or any possible spaces) to your language's ruleset.
N/A
Preserve the %1 variable, adapt the latter ms (and/or any possible spaces in between) to your language's ruleset.
%1 ms
Average Latency: %1 ms (%2 ms buffer + %3 ms output)
Average Latency: %1 ms (minimum output latency unknown)
AutoUpdaterDialog
Automatic Updater
Update Available
Current Version:
New Version:
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...
Cancel
No updates are currently available. Please try again later.
Current Version: %1 (%2)
New Version: %1 (%2)
Loading...
BIOSSettingsWidget
BIOS Directory
PCSX2 will search for BIOS images in this directory.
Browse...
Reset
BIOS Selection
Open in Explorer...
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
Error
Invalid address "%1"
Invalid condition "%1"
Invalid size "%1"
BreakpointModel
Execute
No Condition
--
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.
ENABLED
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 '{}'.
Audio
Mode 1
Mode 2
Unknown
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
Form
Yellow
PushButton
Start
Red
Green
Orange
Select
Strum Up
Strum Down
Blue
Whammy Bar
Tilt
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
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
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.
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
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
ControllerSettingsDialog
PCSX2 Controller Settings
Editing Profile:
New Profile
Load Profile
Delete Profile
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.
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 title. If this is not desired, you can check the "Use Serial File Names" box below. Using serials instead of game titles will prevent conflicts when multiple regions of the same game are used.
Use Serial File Names
Waiting to start...
Start
Close
Download complete.
Stop
CpuWidget
Registers
Functions
Refresh
Filter
Memory Search
End
Value
Start
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
Memory
Breakpoints
Threads
Active Call Stack
Breakpoint List Context Menu
New
Edit
Copy
Delete
Thread List Context Menu
Demangle Symbols
"Demangling" is the opposite of "Name mangling", which is a process where a compiler takes function names and combines them with other characteristics of the function (e.g. what types of data it accepts) to ensure they stay unique even when multiple functions exist with the same name (but different inputs / const-ness). See here: https://en.wikipedia.org/wiki/Name_mangling#C++
Copy Function Name
Copy Function Address
Go to in Disassembly
Go to in Memory View
Stack List Context Menu
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
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
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)
Overwrite File?
HDD image "%1" already exists?
Do you want to overwrite?
HDD Creator
HDD image created
Use Global
Override
DebugSettingsWidget
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...
DebuggerWindow
PCSX2 Debugger
Run
Step Into
Step Over
Step Out
Pause
DisassemblyWidget
Disassembly
Copy Address
Copy Instruction Hex
Copy Instruction Text
Assemble new Instruction(s)
NOP Instruction(s)
Run to Cursor
Jump to Cursor
Toggle Breakpoint
Follow Branch
Go to Address
Go to in Memory View
Add Function
Rename Function
Remove Function
Assemble Error
Unable to change assembly while core is running
Assemble Instruction
Go to address
Go to address error
Invalid address
Add Function Error
A function entry point already exists here. Consider renaming instead.
Function will be (0x%1) instructions long.
Enter function name
Function name
Rename Function Error
Function name cannot be nothing.
No function / symbol is currently selected.
%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
%1x%2
Game: %1 FPS
Video: %1 FPS (%2%)
Game ID: %1
Game Title: %2
Achievements: %5 (%6)
%n points
Rich presence inactive or unsupported.
Game not loaded or no RetroAchievements available.
EmulationSettingsWidget
Speed Control
Normal Speed:
Enable Speed Limiter
System Settings
Enable Instant VU1
Enable Cheats
Slow-Motion Speed:
Fast-Forward Speed:
Enable Multithreaded VU1 (MTVU)
Enable Host Filesystem
Enable Fast CDVD
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)
Affinity Control:
EE > VU > GS
EE > GS > VU
VU > EE > GS
VU > GS > EE
GS > EE > VU
GS > VU > EE
Frame Pacing / Latency Control
frames
This string will appear next to the amount of frames selected, in a dropdown box.
Maximum Frame Latency:
Optimal Frame Pacing
Scale To Host Refresh Rate
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
Speed Limiter
Checked
Limits the emulation to the appropriate framerate for the currently running game.
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.
Affinity Control
Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors.
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:"
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.
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.
Adjusts the emulation speed so the console's refresh rate matches the host's refresh rate when both VSync and Audio Resampling settings are enabled. This results in the smoothest animations possible, at the cost of potentially increasing the emulation speed by less than 1%. Scale 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.
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
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.
GS
Failed to reopen, restoring old configuration.
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.
Saving {0} GS dump {1} to '{2}'
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.
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
Enable All
Disable All
Reload Cheats
%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 {} with hash {} is not found in database.
Track {} with hash {} is for a different game ({}).
Track {} with hash {} does not match database track.
GameFixSettingsWidget
Game Fixes (NOT recommended to change globally)
FPU Negative Divide Hack (For Gundam Games)
FPU = Floating Point Unit. A part of the PS2's CPU. Do not translate.\nNegative Divide: mathematical term.\nGundam: a multimedia franchise name. Leave as-is or use an official translation.
FPU Multiply Hack (For Tales of Destiny)
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.
Use Software Renderer For FMVs
FMV: Full Motion Video. Find the common used term in your language.
Skip MPEG Hack (Skips Videos/FMVs)
MPEG: video codec, leave as-is. FMV: Full Motion Video. Find the common used term in your language.
Preload TLB Hack (For Goemon)
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 (General Purpose Timing Hack)
EE: Emotion Engine. Leave as-is.
Instant DMA Hack (Good for cache emulation problems)
DMA: Direct Memory Access. Leave as-is.
OPH Flag Hack (For Bleach Blade Battlers)
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 (Correct But Slower)
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 (Deny Writes When Busy)
DMA: Direct Memory Access. Leave as-is.
Delay VIF1 Stalls (For SOCOM 2 HUD/Spy Hunter)
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 (Correct But Slower)
VIF = VU (Vector Unit) Interface. Leave as-is.\nFIFO = First-In-First-Out, a type of buffer. Leave as-is.
Full VU0 Synchronization (Correct But Slower)
VU0 = VU (Vector Unit) 0. Leave as-is.
VU I Bit Hack (For Scarface The World is Yours/Crash Tag Team Racing)
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 (For Tri-Ace Games)
VU = Vector Unit. Leave as-is.\nTri-Ace: a game development company name. Leave as-is.
VU Overflow Hack (Superman Returns)
VU = Vector Unit. Leave as-is.\nSuperman Returns: a game's name. Leave as-is or use an official translation.
VU Sync (Run Behind, M-Bit games)
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 (Correct But Slower)
VU = Vector Unit. Leave as-is.\nXGKick: the name of one of the VU's instructions. Leave as-is.
Force Blit Internal FPS Detection (When auto-detection fails)
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.
GameListModel
Type
Code
Title
File Title
CRC
Time Played
Last Played
Size
Region
Compatibility
GameListSettingsWidget
Search Directories (will be scanned for games)
Add
Remove
Search Directory
Scan Recursively
Excluded Paths (will not be scanned)
Scan For New Games
Rescan All Games
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 Path
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.
Reload Patches
There are no patches available for this game.
GameSummaryWidget
Title:
Path:
Serial:
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:
Unknown
Not Bootable
Reaches Intro
Reaches Menu
In-Game
Playable
Perfect
Input Profile:
Shared
Refers to the shared settings profile.
Disc Path:
Browse...
Clear
Verify
Search on Redump.org...
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].
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:
Off (Default)
Automatic (Default)
None (Interlaced, also used by Progressive)
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
VSync
Show Overscan
Enable Widescreen Patches
Enable No-Interlacing Patches
Anti-Blur
Ctrl+S
Disable Interlace Offset
Screenshot Size:
Screen Resolution
Internal Resolution
Internal Resolution (Aspect Uncorrected)
PNG
JPEG
Quality:
Rendering
Internal Resolution:
Mipmapping:
Off
Basic (Generated Mipmaps)
Full (PS2 Mipmaps)
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)
GPU Palette Conversion
Manual Hardware Renderer Fixes
Spin GPU During Readbacks
Spin CPU During Readbacks
Extra Rendering Threads:
threads
Mipmapping
Auto Flush
Hardware Fixes
Half Screen Fix:
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)
Skipdraw Range:
Frame Buffer Conversion
Disable Depth Emulation
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:
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
Target Partial Invalidation
Read Targets When Closing
Estimate Texture Region
Disable Render Fixes
Unscaled Palette Texture Draws
Wild Arms Hack
Wild Arms: name of a game series. Leave as-is or use an official translation.
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
Async Texture Loading
Load Textures
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 Shader Cache
Disable Vertex Shader Expand
Show Statistics
Show CPU Usage
Warn About Unsafe Settings
Show Frame Times
Recording
Video Dumping Directory
Capture Setup
Container:
Codec:
Extra Arguments
Capture Audio
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.
Disable Threaded Presentation
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
Disable Dual Source Blending
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
Overrides the full-motion video (FMV) aspect ratio.
Control the texture's trilinear filtering of the emulation.
Control the accuracy level of the GS blending unit emulation.<br> The higher the setting, the more blending is emulated in the shader accurately, and the higher the speed penalty will be.<br> Do note that Direct3D's blending is reduced in capability compared to OpenGL/Vulkan.
Software CLUT Render
This option disables game-specific render fixes.
By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise. This hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load. It helps with the Snowblind engine games.
Framebuffer Conversion
Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU. Helps Harry Potter and Stuntman games. It has a big impact on performance.
Uploads GS data when rendering a new frame to reproduce some effects accurately.
Disabled
Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.
Flushes all targets in the texture cache back to local memory when shutting down. Can prevent lost visuals when saving state or switching renderers, but can also cause graphical corruption.
Allows partial invalidation of render targets, which can fix graphical errors in some games. Texture Inside Render Target automatically enables this option.
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.
Scales the size of the onscreen OSD from 50% to 500%.
Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion.
Displays various settings and the current values of those settings, useful for debugging.
Shows the current controller state of the system in the bottom left corner of the display.
Displays a graph showing the average frametimes.
Allow Exclusive Fullscreen
Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.<br>Disallowing exclusive fullscreen may enable smoother task switching and overlays, but increase input latency.
Checked
Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.
Enable this option to match PCSX2's refresh rate with your current monitor or screen. VSync is automatically disabled when it is not possible (eg. running at non-100% speed).
Integer Scaling
Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games.
Aspect Ratio
Auto Standard (4:3/3:2 Progressive)
Changes the aspect ratio used to display the console's output to the screen. The default is Auto Standard (4:3/3:2 Progressive) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era.
Deinterlacing
Screenshot Size
Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of file size.
Screenshot Format
Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail.
Screenshot Quality
50%
Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG, and reduce file size for PNG.
100%
Vertical Stretch
Stretches (< 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.
Control the accuracy level of the mipmapping emulation.
Texture Filtering
Control the texture filtering of the emulation.
Trilinear Filtering
Anisotropic Filtering
Reduces texture aliasing at extreme viewing angles.
Dithering
Reduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Scaled: Upscaling-aware / Highest dithering effect.
Blending Accuracy
Texture Preloading
Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible. Improves performance in most games, but can make a small selection slower.
When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU.
Enabling this option gives you the ability to change the renderer and upscaling fixes to your games. However IF you have ENABLED this, you WILL DISABLE AUTOMATIC SETTINGS and you can re-enable automatic settings by unchecking this option.
Does useless work on the CPU during readbacks to prevent it from going to into powersave modes. May improve performance but with a significant increase in power usage.
Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance but with a significant increase in power usage.
Extra Rendering Threads
2 threads
Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging). If you have 4 threads on your CPU pick 2 or 3. You can calculate how to get the best performance (amount of CPU threads - 2). 7+ threads will not give much more performance and could perhaps even lower it.
Force a primitive flush when a framebuffer is also an input texture. Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.
Enables mipmapping, which some games require to render correctly.
Half Screen Fix
Control the half-screen fix detection on texture shuffling.
CPU Sprite Renderer Size
Skipdraw Range Start
0
Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right.
Skipdraw Range End
Disable the support of Depth buffer in the texture cache. It can help to increase speed but it will likely create various glitches.
This option disables multiple safe features. Disables accurate Unscale Point and Line rendering which can help Xenosaga games. Disables accurate GS Memory Clearing to be done on the CPU, and let the GPU handle it, which can help Kingdom Hearts games.
Half Pixel Offset
Might fix some misaligned fog, bloom, or blend effect.
Round Sprite
Corrects the sampling of 2D sprite textures when upscaling. Fixes lines in sprites of games like Ar tonelico when upscaling. Half option is for flat sprites, Full is for all sprites.
Texture Offsets X
Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.
ST and UV are different types of texture coordinates, like XY would be spatial coordinates.
Texture Offsets Y
Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.
Wild Arms: name of a game series. Leave as-is or use an official translation.
Bilinear Upscale
Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.
Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines.
Contrast Adaptive Sharpening
You might find an official translation for this on AMD's website (Spanish version linked): https://www.amd.com/es/technologies/radeon-software-fidelityfx
Sharpness
Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50.
Applies the FXAA anti-aliasing algorithm to improve the visual quality of games.
Brightness
50
Contrast
TV Shader
Applies a shader which replicates the visual effects of different styles of television set.
OSD Scale
Show OSD Messages
Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc.
Shows the internal frame rate of the game in the top-right corner of the display.
Shows the current emulation speed of the system in the top-right corner of the display as a percentage.
Shows the resolution of the game in the top-right corner of the display.
Shows host's CPU utilization.
Shows host's GPU utilization.
Shows counters for internal graphical utilization, useful for debugging.
Displays warnings when settings are enabled which may break games.
Enable Extra Arguments
Leave It Blank
Parameters passed to selected video codec.<br> You must use '=' to separate key from value and ':' to separate two pairs from each other.<br> For example: "crf = 21 : preset = veryfast"
Override Texture Barriers
GS Dump Compression
Change the compression algorithm used when creating a GS dump.
Uses a blit presentation model instead of flipping when using the Direct3D 11 renderer. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems.
Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit
Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag.
Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues. Could reduce chance of missing a frame or reduce tearing at the expense of more erratic frame times. Only applies to the Vulkan renderer.
GS Download Mode
Accurate
Skips synchronizing with the GS thread and host GPU for GS downloads. Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. If games are broken and you have this option enabled, please disable it first.
Default
This string refers to a default codec, whether it's an audio codec or a video codec.
(Default)
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
Cycle Aspect Ratio
Aspect ratio set to '{}'.
Cycle Hardware Mipmapping
Hardware mipmapping set to '{}'.
Cycle Deinterlace Mode
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: {}%
Save slot {} selected (last save: {}).
Save slot {} selected (no save yet).
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 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
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]
InputRecordingViewer
Input Recording Viewer
File
Edit
View
Open
Close
%1 %2
%1
%1 [%2]
Input Recording Files (*.p2m2)
InputVibrationBindingWidget
Error
No devices with vibration motors were detected.
Select vibration motor for %1.
InterfaceSettingsWidget
Behaviour
Pause On Focus Loss
Inhibit Screensaver
Save State On Shutdown
Pause On Start
Confirm Shutdown
Create Save State Backups
Enable Discord Presence
Enable Per-Game Settings
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
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.
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.
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.
Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left off next time.
When enabled, custom per-game settings will be applied. Disable to always use the global configuration.
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]
Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated.
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.
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.
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]
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 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.
Settings
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
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)
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...
Open Containing Directory...
Refers to the directory where a game is contained.
Set Cover Image...
Exclude From List
Reset Play Time
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.
Input Recording Files (*.p2m2)
Paused
Load State Failed
Cannot load a save state without a running VM.
Failed to get window info from widget
All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.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);;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 *.gz *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;Media Descriptor File (*.mdf);;MAME CHD Images (*.chd);;CSO Images (*.cso);;GZ Images (*.gz);;Block Dumps (*.dump)
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
All Cover Image Types (*.jpg *.jpeg *.png)
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'
Confirm Reset
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...
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
MemoryCard
Memory Card '{}' was saved to storage.
Memory Cards reinserted.
Force ejecting all Memory Cards. Reinserting in 1 second.
Memory card in port {} / slot {} reinserted
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
2x larger as a standard Memory Card. May have some compatibility issues.
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
Console Ports
Memory Cards
Folder:
Browse...
Open...
Reset
Name
Type
Formatted
Last Modified
Refresh
Create
Duplicate
Rename
Convert
Delete
Settings
Automatically manage saves based on running game
Auto-eject Memory Cards when loading save states
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
Port %1
Eject Memory Card
Error
Not yet implemented.
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.
Avoids broken Memory Card saves. May not work with some games such as Guitar Hero.
This Memory Card is unknown.
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 Port %1
Both ports 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.
MemoryViewWidget
Memory
Go to in disassembly
Go to address
Show as 1 byte
Show as 2 bytes
Show as 4 bytes
Show as 8 bytes
Copy Byte
Copy Segment
Copy Character
Paste
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)
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.
Sets the analog stick axis scaling factor. A value between 1.30 and 1.40 is recommended when using recent controllers, e.g. DualShock 4, Xbox One Controller.
Button/Trigger Deadzone
Sets the deadzone for activating buttons/triggers, i.e. the fraction of the trigger which will be ignored.
Analog light is now on for port {} / slot {}
Analog light is now off for port {} / slot {}
Analog Sensitivity
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.
Modifier Pressure
Sets the pressure when the modifier button is held.
Not Connected
DualShock 2
Controller port {}, slot {} has a {} connected, but the save state has a {}.
Leaving the original controller type connected, but this may cause issues.
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
Patch
Failed to open {}. Built-in game patches are not available.
{} GameDB patches
{}{} game patches
{}{} cheat patches
{} are active.
No cheats or patches (widescreen, compatibility or others) are found / enabled.
QObject
Failed to open URL
Failed to open URL.
The URL was: %1
HDD Creator
Failed to create HDD image
Creating HDD file
%1 / %2 MiB
Cancel
QtAsyncProgressThread
Error
Question
Information
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
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
SPU2
Requested audio output device '{}' not found, using default.
Cubeb (Cross-platform)
Cubeb is an audio engine name. Leave as-is.
No Sound (Emulate SPU2 only)
XAudio2
XAudio2 is an audio engine name. Leave as-is.
SettingWidgetBinder
Reset
Default:
Select folder for %1
SettingsDialog
PCSX2 Settings
Restore Defaults
Close
Summary
<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 is unavailable for files not present in game list.
Interface
<strong>Interface Settings</strong><hr>These options control how the software looks and behaves.<br><br>Mouse over an option for additional information.
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
<strong>BIOS Settings</strong><hr>Configure your BIOS here.<br><br>Mouse over an option for additional information.
Emulation
<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.
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
<strong>Graphics Settings</strong><hr>These options determine the configuration of the graphical output.<br><br>Mouse over an option for additional information.
Audio
<strong>Audio Settings</strong><hr>These options control the audio output of the console.<br><br>Mouse over an option for additional information.
Memory Cards
<strong>Memory Card Settings</strong><hr>Create and configure Memory Cards here.<br><br>Mouse over an option for additional information.
Network & HDD
<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.
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.
This PCSX2 build was not compiled with RetroAchievements support.
Advanced
<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.
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
Are you sure you want to restore the default settings? Any preferences will be lost.
Reset UI Settings
Recommended Value
%1 [%2]
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]
SetupWizardDialog
PCSX2 Setup Wizard
Language
BIOS Image
Game Directories
Controller Setup
Complete
<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 at <a href="https://pcsx2.net/docs/usage/setup/">https://pcsx2.net/docs/usage/setup/</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>
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 at <a href="https://pcsx2.net/docs/usage/setup/#how-to-dump-your-ps2-bios">pcsx2.net</a>.</p></body></html>
BIOS Directory:
Browse...
Reset
Filename
Version
Open in Explorer...
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 at <a href="https://pcsx2.net/docs/usage/setup/#dumping-ps2-discs-via-imgburn">pcsx2.net</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>.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><p>By default, PCSX2 will map your keyboard to the virtual PS2 controller.</p><p><span style=" font-weight:700;">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></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>
&Back
&Next
&Cancel
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?
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.
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
Device Name
Selects the device to capture images from.
HID Keyboard
Keyboard
HID Mouse
Pointer
Left Button
Right Button
Middle Button
BeatMania Da Da Da!! Keyboard
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
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.
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.
Y Scale (Sensitivity)
Center X
Sets the horizontal center position of the simulated screen.
Center Y
Sets the vertical center position of the simulated screen.
Screen Width
Sets the width of the simulated screen.
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.
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.
Singstar
Player 1 Device
Selects the input for the first player.
Player 2 Device
Selects the input for the second player.
Logitech USB Mic
usb-msd: Could not open image file '{}'
Mass Storage Device
Modification time to USB mass storage image changed, reattaching.
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
Steering Smoothing
Smooths out changes in steering to the specified percentage per poll. Needed for using keyboards.
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.
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
USBBindingWidget
Axes
Buttons
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_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.
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
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.
State saved to slot {}.
Failed to save save state to slot {}.
There is no save state in slot {}.
Loading state from slot {}...
Saving state to slot {}...
Disc removed.
Disc changed to '{}'.
Failed to open new disc image '{}'. Reverting to old image.
Failed to switch back to old disc image. Removing disc.
Cheats have been disabled due to achievements hardcore mode.
Fast CDVD is enabled, this may break games.
Cycle rate/skip is not at default, this may crash or make games run too slow.
Audio is using async mix, expect desynchronization in FMVs.
Upscale multiplier is below native, this will break rendering.
Mipmapping is not set to automatic. This may break rendering in some games.
Texture filtering is not set to Bilinear (PS2). This will break rendering in some games.
Trilinear filtering is not set to automatic. This may break rendering in some games.
Blending is below basic, this may break effects in some games.
Hardware Download Mode is not set to Accurate, this may break rendering in some games.
EE FPU Round Mode is not set to default, this may break some games.
EE FPU Clamp Mode is not set to default, this may break some games.
VU Round Mode is not set to default, this may break some games.
VU Clamp Mode is not set to default, this may break some games.
Game Fixes are not enabled. Compatibility with some games may be affected.
Compatibility Patches are not enabled. Compatibility with some games may be affected.
Frame rate for NTSC is not default. This may break some games.
Frame rate for PAL is not default. This may break some games.
EE Recompiler is not enabled, this will significantly reduce performance.
VU0 Recompiler is not enabled, this will significantly reduce performance.
VU1 Recompiler is not enabled, this will significantly reduce performance.
IOP Recompiler is not enabled, this will significantly reduce performance.
EE Cache is enabled, this will significantly reduce performance.
EE Wait Loop Detection is not enabled, this may reduce performance.
INTC Spin Detection is not enabled, this may reduce performance.
Instant VU1 is disabled, this may reduce performance.
mVU Flag Hack is not enabled, this may reduce performance.
GPU Palette Conversion is enabled, this may reduce performance.
Texture Preloading is not Full, this may reduce performance.
Estimate texture region is enabled, this may reduce performance.