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@ -37,13 +37,30 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { |
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QStringLiteral()); |
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QStringLiteral()); |
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// Core
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// Core
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INSERT(Settings, use_multi_core, tr("Multicore CPU Emulation"), QStringLiteral()); |
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INSERT(Settings, memory_layout_mode, tr("Memory Layout"), QStringLiteral()); |
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INSERT( |
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Settings, use_multi_core, tr("Multicore CPU Emulation"), |
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tr("This option increases CPU emulation thread use from 1 to the Switch’s maximum of 4.\n" |
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"This is mainly a debug option and shouldn’t be disabled.")); |
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INSERT( |
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Settings, memory_layout_mode, tr("Memory Layout"), |
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tr("Increases the amount of emulated RAM from the stock 4GB of the retail Switch to the " |
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"developer kit's 8/6GB.\nIt’s doesn’t improve stability or performance and is intended " |
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"to let big texture mods fit in the “console's” RAM.\nEnabling it will increase RAM " |
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"use. It is not recommended to enable unless a specific game with a texture mod needs " |
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"it.\n" |
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"8GB is known to break Pokémon Scarlet/Violet.")); |
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INSERT(Settings, use_speed_limit, QStringLiteral(), QStringLiteral()); |
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INSERT(Settings, use_speed_limit, QStringLiteral(), QStringLiteral()); |
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INSERT(Settings, speed_limit, tr("Limit Speed Percent"), QStringLiteral()); |
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INSERT( |
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Settings, speed_limit, tr("Limit Speed Percent"), |
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tr("Controls the game's running speed, but it’s up to each game if they will run faster or " |
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"not.\n200% for a 30 FPS game is 60 FPS, and for a " |
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"60 FPS game it will be 120 FPS.\nDisabling it means unlocking the framerate to the " |
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"maximum your PC can reach.")); |
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// Cpu
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// Cpu
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INSERT(Settings, cpu_accuracy, tr("Accuracy:"), QStringLiteral()); |
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INSERT(Settings, cpu_accuracy, tr("Accuracy:"), |
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tr("This setting controls the accuracy of the emulated CPU.\nDon't change this, unless " |
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"you know what you are doing.")); |
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INSERT(Settings, cpu_backend, tr("Backend:"), QStringLiteral()); |
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INSERT(Settings, cpu_backend, tr("Backend:"), QStringLiteral()); |
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// Cpu Debug
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// Cpu Debug
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@ -63,34 +80,74 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { |
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tr("This option improves the speed of 32 bits ASIMD floating-point functions by running " |
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tr("This option improves the speed of 32 bits ASIMD floating-point functions by running " |
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"with incorrect rounding modes.")); |
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"with incorrect rounding modes.")); |
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INSERT(Settings, cpuopt_unsafe_inaccurate_nan, tr("Inaccurate NaN handling"), |
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INSERT(Settings, cpuopt_unsafe_inaccurate_nan, tr("Inaccurate NaN handling"), |
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tr("This option improves speed by removing NaN checking. Please note this also reduces " |
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tr("This option improves speed by removing NaN checking.\nPlease note this also reduces " |
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"accuracy of certain floating-point instructions.")); |
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"accuracy of certain floating-point instructions.")); |
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INSERT(Settings, cpuopt_unsafe_fastmem_check, tr("Disable address space checks"), |
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INSERT(Settings, cpuopt_unsafe_fastmem_check, tr("Disable address space checks"), |
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tr("This option improves speed by eliminating a safety check before every memory " |
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tr("This option improves speed by eliminating a safety check before every memory " |
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"read/write " |
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"in guest. Disabling it may allow a game to read/write the emulator's memory.")); |
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"read/write in guest.\nDisabling it may allow a game to read/write the emulator's " |
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"memory.")); |
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INSERT( |
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INSERT( |
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Settings, cpuopt_unsafe_ignore_global_monitor, tr("Ignore global monitor"), |
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Settings, cpuopt_unsafe_ignore_global_monitor, tr("Ignore global monitor"), |
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tr("This option improves speed by relying only on the semantics of cmpxchg to ensure " |
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tr("This option improves speed by relying only on the semantics of cmpxchg to ensure " |
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"safety of exclusive access instructions. Please note this may result in deadlocks and " |
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"safety of exclusive access instructions.\nPlease note this may result in deadlocks and " |
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"other race conditions.")); |
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"other race conditions.")); |
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// Renderer
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// Renderer
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INSERT(Settings, renderer_backend, tr("API:"), QStringLiteral()); |
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INSERT(Settings, vulkan_device, tr("Device:"), QStringLiteral()); |
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INSERT(Settings, shader_backend, tr("Shader Backend:"), QStringLiteral()); |
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INSERT(Settings, resolution_setup, tr("Resolution:"), QStringLiteral()); |
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INSERT( |
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Settings, renderer_backend, tr("API:"), |
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tr("Switches between the available graphics APIs.\nVulkan is recommended in most cases.")); |
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INSERT(Settings, vulkan_device, tr("Device:"), |
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tr("This setting selects the GPU to use with the Vulkan backend.")); |
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INSERT(Settings, shader_backend, tr("Shader Backend:"), |
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tr("The shader backend to use for the OpenGL renderer.\nGLSL is the fastest in " |
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"performance and the best in rendering accuracy.\n" |
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"GLASM is a deprecated NVIDIA-only backend that offers much better shader building " |
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"performance at the cost of FPS and rendering accuracy.\n" |
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"SPIR-V is experimental, and no GPU driver makes a good implementation of it yet.")); |
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INSERT(Settings, resolution_setup, tr("Resolution:"), |
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tr("Forces the game to render at a different resolution.\nHigher resolutions require " |
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"much more VRAM and bandwidth.\n" |
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"Options lower than 1X can cause rendering issues.")); |
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INSERT(Settings, scaling_filter, tr("Window Adapting Filter:"), QStringLiteral()); |
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INSERT(Settings, scaling_filter, tr("Window Adapting Filter:"), QStringLiteral()); |
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INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"), QStringLiteral()); |
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INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"), QStringLiteral()); |
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INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"), QStringLiteral()); |
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INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"), QStringLiteral()); |
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INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"), QStringLiteral()); |
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INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"), |
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tr("Determines how sharpened the image will look while using FSR’s dynamic contrast.")); |
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INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"), |
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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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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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"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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"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(Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"), |
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QStringLiteral()); |
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INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"), QStringLiteral()); |
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INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"), QStringLiteral()); |
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INSERT(Settings, astc_recompression, tr("ASTC Recompression Method:"), QStringLiteral()); |
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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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"decoding, or perform no decoding at all (black screen on videos).\n" |
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"In most cases, GPU decoding provides the best performance.")); |
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INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"), |
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tr("This option controls how ASTC textures should be decoded.\n" |
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"CPU: Use the CPU for decoding, slowest but safest method.\n" |
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"GPU: Use the GPU's compute shaders to decode ASTC textures, recommended for most " |
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"games and users.\n" |
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"CPU Asynchronously: Use the CPU to decode ASTC textures as they arrive. Completely " |
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"eliminates ASTC decoding stuttering at the cost of rendering issues, while the " |
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"texture is being decoded.")); |
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INSERT( |
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Settings, astc_recompression, tr("ASTC Recompression Method:"), |
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tr("Almost all desktop and laptop dedicated GPUs lack support for ASTC textures, forcing " |
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"the emulator to recompress to an intermediate format any card supports, RGBA8.\n" |
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"This option recompresses RGBA8 to either the BC1 or BC3 format, saving VRAM but " |
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"negatively affecting image quality.")); |
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INSERT( |
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INSERT( |
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Settings, vsync_mode, tr("VSync Mode:"), |
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Settings, vsync_mode, tr("VSync Mode:"), |
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tr("FIFO (VSync) does not drop frames or exhibit tearing but is limited by the screen " |
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tr("FIFO (VSync) does not drop frames or exhibit tearing but is limited by the screen " |
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