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-rw-r--r--src/yuzu/configuration/shared_translation.cpp99
1 files changed, 78 insertions, 21 deletions
diff --git a/src/yuzu/configuration/shared_translation.cpp b/src/yuzu/configuration/shared_translation.cpp
index ed9c7d859..f7050a4b0 100644
--- a/src/yuzu/configuration/shared_translation.cpp
+++ b/src/yuzu/configuration/shared_translation.cpp
@@ -37,13 +37,30 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
QStringLiteral());
// Core
- INSERT(Settings, use_multi_core, tr("Multicore CPU Emulation"), QStringLiteral());
- INSERT(Settings, memory_layout_mode, tr("Memory Layout"), QStringLiteral());
+ INSERT(
+ Settings, use_multi_core, tr("Multicore CPU Emulation"),
+ tr("This option increases CPU emulation thread use from 1 to the Switch’s maximum of 4.\n"
+ "This is mainly a debug option and shouldn’t be disabled."));
+ INSERT(
+ Settings, memory_layout_mode, tr("Memory Layout"),
+ tr("Increases the amount of emulated RAM from the stock 4GB of the retail Switch to the "
+ "developer kit's 8/6GB.\nIt’s doesn’t improve stability or performance and is intended "
+ "to let big texture mods fit in the “console's” RAM.\nEnabling it will increase RAM "
+ "use. It is not recommended to enable unless a specific game with a texture mod needs "
+ "it.\n"
+ "8GB is known to break Pokémon Scarlet/Violet."));
INSERT(Settings, use_speed_limit, QStringLiteral(), QStringLiteral());
- INSERT(Settings, speed_limit, tr("Limit Speed Percent"), QStringLiteral());
+ INSERT(
+ Settings, speed_limit, tr("Limit Speed Percent"),
+ tr("Controls the game's running speed, but it’s up to each game if they will run faster or "
+ "not.\n200% for a 30 FPS game is 60 FPS, and for a "
+ "60 FPS game it will be 120 FPS.\nDisabling it means unlocking the framerate to the "
+ "maximum your PC can reach."));
// Cpu
- INSERT(Settings, cpu_accuracy, tr("Accuracy:"), QStringLiteral());
+ INSERT(Settings, cpu_accuracy, tr("Accuracy:"),
+ tr("This setting controls the accuracy of the emulated CPU.\nDon't change this, unless "
+ "you know what you are doing."));
INSERT(Settings, cpu_backend, tr("Backend:"), QStringLiteral());
// Cpu Debug
@@ -63,34 +80,74 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
tr("This option improves the speed of 32 bits ASIMD floating-point functions by running "
"with incorrect rounding modes."));
INSERT(Settings, cpuopt_unsafe_inaccurate_nan, tr("Inaccurate NaN handling"),
- tr("This option improves speed by removing NaN checking. Please note this also reduces "
+ tr("This option improves speed by removing NaN checking.\nPlease note this also reduces "
"accuracy of certain floating-point instructions."));
INSERT(Settings, cpuopt_unsafe_fastmem_check, tr("Disable address space checks"),
tr("This option improves speed by eliminating a safety check before every memory "
- "read/write "
- "in guest. Disabling it may allow a game to read/write the emulator's memory."));
+ "read/write in guest.\nDisabling it may allow a game to read/write the emulator's "
+ "memory."));
INSERT(
Settings, cpuopt_unsafe_ignore_global_monitor, tr("Ignore global monitor"),
tr("This option improves speed by relying only on the semantics of cmpxchg to ensure "
- "safety of exclusive access instructions. Please note this may result in deadlocks and "
+ "safety of exclusive access instructions.\nPlease note this may result in deadlocks and "
"other race conditions."));
// Renderer
- INSERT(Settings, renderer_backend, tr("API:"), QStringLiteral());
- INSERT(Settings, vulkan_device, tr("Device:"), QStringLiteral());
- INSERT(Settings, shader_backend, tr("Shader Backend:"), QStringLiteral());
- INSERT(Settings, resolution_setup, tr("Resolution:"), QStringLiteral());
+ INSERT(
+ Settings, renderer_backend, tr("API:"),
+ tr("Switches between the available graphics APIs.\nVulkan is recommended in most cases."));
+ INSERT(Settings, vulkan_device, tr("Device:"),
+ tr("This setting selects the GPU to use with the Vulkan backend."));
+ INSERT(Settings, shader_backend, tr("Shader Backend:"),
+ tr("The shader backend to use for the OpenGL renderer.\nGLSL is the fastest in "
+ "performance and the best in rendering accuracy.\n"
+ "GLASM is a deprecated NVIDIA-only backend that offers much better shader building "
+ "performance at the cost of FPS and rendering accuracy.\n"
+ "SPIR-V is experimental, and no GPU driver makes a good implementation of it yet."));
+ INSERT(Settings, resolution_setup, tr("Resolution:"),
+ tr("Forces the game to render at a different resolution.\nHigher resolutions require "
+ "much more VRAM and bandwidth.\n"
+ "Options lower than 1X can cause rendering issues."));
INSERT(Settings, scaling_filter, tr("Window Adapting Filter:"), QStringLiteral());
- INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"), QStringLiteral());
- INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"), QStringLiteral());
- INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"), QStringLiteral());
- INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"), QStringLiteral());
- INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"), QStringLiteral());
+ INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"),
+ tr("Determines how sharpened the image will look while using FSR’s dynamic contrast."));
+ INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"),
+ tr("The anti-aliasing method to use.\nSMAA offers the best quality.\nFXAA has a "
+ "lower performance impact and can produce a better and more stable picture under "
+ "very low resolutions."));
+ INSERT(
+ Settings, fullscreen_mode, tr("Fullscreen Mode:"),
+ tr("The method used to render the window in fullscreen.\nBorderless offers the best "
+ "compatibility with the on-screen keyboard that some games request for input.\nExclusive "
+ "fullscreen may offer better performance and better Freesync/Gsync support."));
+ INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"),
+ tr("Stretches the game to fit the specified aspect ratio.\nSwitch games only support "
+ "16:9, so custom game mods are required to get other ratios.\nAlso controls the "
+ "aspect ratio of captured screenshots."));
+ INSERT(
+ Settings, use_disk_shader_cache, tr("Use disk pipeline cache"),
+ tr("Allows saving shaders to storage for faster loading on following game boots.\nDisabling "
+ "it is only intended for debugging."));
INSERT(Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
- QStringLiteral());
- INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"), QStringLiteral());
- INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"), QStringLiteral());
- INSERT(Settings, astc_recompression, tr("ASTC Recompression Method:"), QStringLiteral());
+ tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));
+ INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"),
+ tr("Specifies how videos should be decoded.\nIt can either use the CPU or the GPU for "
+ "decoding, or perform no decoding at all (black screen on videos).\n"
+ "In most cases, GPU decoding provides the best performance."));
+ INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"),
+ tr("This option controls how ASTC textures should be decoded.\n"
+ "CPU: Use the CPU for decoding, slowest but safest method.\n"
+ "GPU: Use the GPU's compute shaders to decode ASTC textures, recommended for most "
+ "games and users.\n"
+ "CPU Asynchronously: Use the CPU to decode ASTC textures as they arrive. Completely "
+ "eliminates ASTC decoding stuttering at the cost of rendering issues, while the "
+ "texture is being decoded."));
+ INSERT(
+ Settings, astc_recompression, tr("ASTC Recompression Method:"),
+ tr("Almost all desktop and laptop dedicated GPUs lack support for ASTC textures, forcing "
+ "the emulator to recompress to an intermediate format any card supports, RGBA8.\n"
+ "This option recompresses RGBA8 to either the BC1 or BC3 format, saving VRAM but "
+ "negatively affecting image quality."));
INSERT(
Settings, vsync_mode, tr("VSync Mode:"),
tr("FIFO (VSync) does not drop frames or exhibit tearing but is limited by the screen "