diff options
-rw-r--r-- | src/yuzu/configuration/shared_translation.cpp | 158 |
1 files changed, 117 insertions, 41 deletions
diff --git a/src/yuzu/configuration/shared_translation.cpp b/src/yuzu/configuration/shared_translation.cpp index ce65b2bf1..d138b53c8 100644 --- a/src/yuzu/configuration/shared_translation.cpp +++ b/src/yuzu/configuration/shared_translation.cpp @@ -54,13 +54,28 @@ 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 emulated RAM.\nEnabling it will increase memory " + "use. It is not recommended to enable unless a specific game with a texture mod needs " + "it.")); 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 maximum rendering speed, but it’s up to each game if it runs " + "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 @@ -80,34 +95,75 @@ 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 compiles the fastest, but yields poor results on most GPU drivers.")); + 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, 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()); + 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"), + 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\nstuttering 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 decompress 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 " @@ -121,22 +177,29 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { // Renderer (Advanced Graphics) INSERT(Settings, async_presentation, tr("Enable asynchronous presentation (Vulkan only)"), - QStringLiteral()); + tr("Slightly improves performance by moving presentation to a separate CPU thread.")); INSERT( Settings, renderer_force_max_clock, tr("Force maximum clocks (Vulkan only)"), tr("Runs work in the background while waiting for graphics commands to keep the GPU from " "lowering its clock speed.")); - INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"), QStringLiteral()); - INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"), QStringLiteral()); - INSERT( - Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"), - tr("Enables asynchronous shader compilation, which may reduce shader stutter. This feature " - "is experimental.")); + INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"), + tr("Controls the quality of texture rendering at oblique angles.\nIt’s a light setting " + "and safe to set at 16x on most GPUs.")); + INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"), + tr("GPU emulation accuracy.\nMost games render fine with Normal, but High is still " + "required for some.\nParticles tend to only render correctly with High " + "accuracy.\nExtreme should only be used for debugging.\nThis option can " + "be changed while playing.\nSome games may require booting on high to render " + "properly.")); + INSERT(Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"), + tr("Enables asynchronous shader compilation, which may reduce shader stutter.\nThis " + "feature " + "is experimental.")); INSERT(Settings, use_fast_gpu_time, tr("Use Fast GPU Time (Hack)"), tr("Enables Fast GPU Time. This option will force most games to run at their highest " "native resolution.")); INSERT(Settings, use_vulkan_driver_pipeline_cache, tr("Use Vulkan pipeline cache"), - tr("Enables GPU vendor-specific pipeline cache. This option can improve shader loading " + tr("Enables GPU vendor-specific pipeline cache.\nThis option can improve shader loading " "time significantly in cases where the Vulkan driver does not store pipeline cache " "files internally.")); INSERT( @@ -157,19 +220,27 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { // Renderer (Debug) // System - INSERT(Settings, rng_seed, tr("RNG Seed"), QStringLiteral()); + INSERT(Settings, rng_seed, tr("RNG Seed"), + tr("Controls the seed of the random number generator.\nMainly used for speedrunning " + "purposes.")); INSERT(Settings, rng_seed_enabled, QStringLiteral(), QStringLiteral()); - INSERT(Settings, device_name, tr("Device Name"), QStringLiteral()); - INSERT(Settings, custom_rtc, tr("Custom RTC Date:"), QStringLiteral()); + INSERT(Settings, device_name, tr("Device Name"), tr("The name of the emulated Switch.")); + INSERT(Settings, custom_rtc, tr("Custom RTC Date:"), + tr("This option allows to change the emulated clock of the Switch.\n" + "Can be used to manipulate time in games.")); INSERT(Settings, custom_rtc_enabled, QStringLiteral(), QStringLiteral()); INSERT(Settings, custom_rtc_offset, QStringLiteral(" "), QStringLiteral("The number of seconds from the current unix time")); INSERT(Settings, language_index, tr("Language:"), tr("Note: this can be overridden when region setting is auto-select")); - INSERT(Settings, region_index, tr("Region:"), QStringLiteral()); - INSERT(Settings, time_zone_index, tr("Time Zone:"), QStringLiteral()); + INSERT(Settings, region_index, tr("Region:"), tr("The region of the emulated Switch.")); + INSERT(Settings, time_zone_index, tr("Time Zone:"), + tr("The time zone of the emulated Switch.")); INSERT(Settings, sound_index, tr("Sound Output Mode:"), QStringLiteral()); - INSERT(Settings, use_docked_mode, tr("Console Mode:"), QStringLiteral()); + INSERT(Settings, use_docked_mode, tr("Console Mode:"), + tr("Selects if the console is emulated in Docked or Handheld mode.\nGames will change " + "their resolution, details and supported controllers and depending on this setting.\n" + "Setting to Handheld can help improve performance for low end systems.")); INSERT(Settings, current_user, QStringLiteral(), QStringLiteral()); // Controls @@ -187,14 +258,19 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) { // Ui // Ui General - INSERT(UISettings, select_user_on_boot, tr("Prompt for user on game boot"), QStringLiteral()); + INSERT(UISettings, select_user_on_boot, tr("Prompt for user on game boot"), + tr("Ask to select a user profile on each boot, useful if multiple people use yuzu on " + "the same PC.")); INSERT(UISettings, pause_when_in_background, tr("Pause emulation when in background"), - QStringLiteral()); + tr("This setting pauses yuzu when focusing other windows.")); INSERT(UISettings, confirm_before_stopping, tr("Confirm before stopping emulation"), - QStringLiteral()); - INSERT(UISettings, hide_mouse, tr("Hide mouse on inactivity"), QStringLiteral()); + tr("This setting overrides game prompts asking to confirm stopping the game.\nEnabling " + "it bypasses such prompts and directly exits the emulation.")); + INSERT(UISettings, hide_mouse, tr("Hide mouse on inactivity"), + tr("This setting hides the mouse after 2.5s of inactivity.")); INSERT(UISettings, controller_applet_disabled, tr("Disable controller applet"), - QStringLiteral()); + tr("Forcibly disables the use of the controller applet by guests.\nWhen a guest " + "attempts to open the controller applet, it is immediately closed.")); // Linux INSERT(Settings, enable_gamemode, tr("Enable Gamemode"), QStringLiteral()); |