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@ -115,20 +115,21 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { |
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tr("The anti-aliasing method to use.\nSMAA offers the best quality.\nFXAA has a " |
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"lower performance impact and can produce a better and more stable picture under " |
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"very low resolutions.")); |
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INSERT( |
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Settings, fullscreen_mode, tr("Fullscreen Mode:"), |
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INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"), |
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tr("The method used to render the window in fullscreen.\nBorderless offers the best " |
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"compatibility with the on-screen keyboard that some games request for input.\nExclusive " |
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"compatibility with the on-screen keyboard that some games request for " |
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"input.\nExclusive " |
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"fullscreen may offer better performance and better Freesync/Gsync support.")); |
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INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"), |
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tr("Stretches the game to fit the specified aspect ratio.\nSwitch games only support " |
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"16:9, so custom game mods are required to get other ratios.\nAlso controls the " |
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"aspect ratio of captured screenshots.")); |
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INSERT( |
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Settings, use_disk_shader_cache, tr("Use disk pipeline cache"), |
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tr("Allows saving shaders to storage for faster loading on following game boots.\nDisabling " |
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INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"), |
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tr("Allows saving shaders to storage for faster loading on following game " |
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"boots.\nDisabling " |
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"it is only intended for debugging.")); |
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INSERT(Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"), |
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INSERT( |
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Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"), |
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tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled.")); |
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INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"), |
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tr("Specifies how videos should be decoded.\nIt can either use the CPU or the GPU for " |
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@ -161,22 +162,29 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { |
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// Renderer (Advanced Graphics)
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INSERT(Settings, async_presentation, tr("Enable asynchronous presentation (Vulkan only)"), |
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QStringLiteral()); |
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tr("Slightly improves performance by moving presentation to a separate CPU thread.")); |
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INSERT( |
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Settings, renderer_force_max_clock, tr("Force maximum clocks (Vulkan only)"), |
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tr("Runs work in the background while waiting for graphics commands to keep the GPU from " |
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"lowering its clock speed.")); |
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INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"), QStringLiteral()); |
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INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"), QStringLiteral()); |
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INSERT( |
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Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"), |
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tr("Enables asynchronous shader compilation, which may reduce shader stutter. This feature " |
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INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"), |
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tr("Controls the quality of texture rendering at oblique angles.\nIt’s a light setting " |
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"and safe to set at 16x on most GPUs.")); |
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INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"), |
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tr("GPU emulation accuracy.\nMost games render fine with Normal, but High is still " |
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"required for some.\nParticles tend to only render correctly with High " |
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"accuracy.\nExtreme should only be used for debugging.\nThis option can " |
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"be changed while playing.\nSome games may require booting on high to render " |
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"properly.")); |
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INSERT(Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"), |
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tr("Enables asynchronous shader compilation, which may reduce shader stutter.\nThis " |
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"feature " |
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"is experimental.")); |
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INSERT(Settings, use_fast_gpu_time, tr("Use Fast GPU Time (Hack)"), |
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tr("Enables Fast GPU Time. This option will force most games to run at their highest " |
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"native resolution.")); |
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INSERT(Settings, use_vulkan_driver_pipeline_cache, tr("Use Vulkan pipeline cache"), |
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tr("Enables GPU vendor-specific pipeline cache. This option can improve shader loading " |
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tr("Enables GPU vendor-specific pipeline cache.\nThis option can improve shader loading " |
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"time significantly in cases where the Vulkan driver does not store pipeline cache " |
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"files internally.")); |
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INSERT( |
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@ -197,19 +205,27 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { |
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// Renderer (Debug)
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// System
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INSERT(Settings, rng_seed, tr("RNG Seed"), QStringLiteral()); |
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INSERT(Settings, rng_seed, tr("RNG Seed"), |
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tr("Controls the seed of the random number generator.\nMainly used for speedrunning " |
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"purposes.")); |
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INSERT(Settings, rng_seed_enabled, QStringLiteral(), QStringLiteral()); |
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INSERT(Settings, device_name, tr("Device Name"), QStringLiteral()); |
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INSERT(Settings, custom_rtc, tr("Custom RTC Date:"), QStringLiteral()); |
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INSERT(Settings, device_name, tr("Device Name"), tr("The name of the emulated Switch.")); |
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INSERT(Settings, custom_rtc, tr("Custom RTC Date:"), |
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tr("This option allows to change the emulated clock of the Switch.\n" |
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"Can be used to manipulate time in games.")); |
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INSERT(Settings, custom_rtc_enabled, QStringLiteral(), QStringLiteral()); |
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INSERT(Settings, custom_rtc_offset, QStringLiteral(" "), |
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QStringLiteral("The number of seconds from the current unix time")); |
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INSERT(Settings, language_index, tr("Language:"), |
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tr("Note: this can be overridden when region setting is auto-select")); |
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INSERT(Settings, region_index, tr("Region:"), QStringLiteral()); |
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INSERT(Settings, time_zone_index, tr("Time Zone:"), QStringLiteral()); |
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INSERT(Settings, region_index, tr("Region:"), tr("The region of the emulated Switch.")); |
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INSERT(Settings, time_zone_index, tr("Time Zone:"), |
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tr("The time zone of the emulated Switch.")); |
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INSERT(Settings, sound_index, tr("Sound Output Mode:"), QStringLiteral()); |
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INSERT(Settings, use_docked_mode, tr("Console Mode:"), QStringLiteral()); |
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INSERT(Settings, use_docked_mode, tr("Console Mode:"), |
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tr("Selects if the console is emulated in Docked or Handheld mode.\nGames will change " |
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"their resolution, details and supported controllers and depending on this setting.\n" |
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"Setting to Handheld can help improve performance for low end systems.")); |
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INSERT(Settings, current_user, QStringLiteral(), QStringLiteral()); |
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// Controls
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