Qt: Minor text tweaks

This commit is contained in:
8times9 2019-01-27 15:59:39 -06:00
parent 4cd5667319
commit d45dad7bf7
9 changed files with 122 additions and 127 deletions

View File

@ -145,54 +145,50 @@ void AdvancedWidget::OnEmulationStateChanged(bool running)
void AdvancedWidget::AddDescriptions()
{
static const char TR_WIREFRAME_DESCRIPTION[] =
QT_TR_NOOP("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Renders the scene as a wireframe.\n\nIf unsure, leave this unchecked.");
static const char TR_SHOW_STATS_DESCRIPTION[] =
QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked.");
static const char TR_TEXTURE_FORMAT_DECRIPTION[] =
QT_TR_NOOP("Modify textures to show the format they're encoded in. Needs an emulation reset "
"in most cases.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Shows various rendering statistics.\n\nIf unsure, leave this unchecked.");
static const char TR_TEXTURE_FORMAT_DESCRIPTION[] = QT_TR_NOOP(
"Modifies textures to show the format they're encoded in. May require an emulation reset to "
"apply.\n\nIf unsure, leave this unchecked.");
static const char TR_VALIDATION_LAYER_DESCRIPTION[] =
QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in "
"debugging graphical issues.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
"this unchecked.");
static const char TR_DUMP_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Dumps decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
"this unchecked.");
static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Load custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this "
"Loads custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this "
"unchecked.");
static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Cache custom textures to system RAM on startup.\nThis can require exponentially "
QT_TR_NOOP("Caches custom textures to system RAM on startup.\nThis can require exponentially "
"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_EFB_DESCRIPTION[] =
QT_TR_NOOP("Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this "
"unchecked.");
static const char TR_DUMP_EFB_DESCRIPTION[] = QT_TR_NOOP(
"Dumps the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this "
"unchecked.");
static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] =
QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all "
"upscaling.\n\nIf unsure, leave this unchecked.");
static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP(
"Create frame dumps and screenshots at the internal resolution of the renderer, rather than "
"Creates frame dumps and screenshots at the internal resolution of the renderer, rather than "
"the size of the window it is displayed within. If the aspect ratio is widescreen, the "
"output "
"image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave "
"this unchecked.");
"output image will be scaled horizontally to preserve the vertical resolution.\n\nIf "
"unsure, leave this unchecked.");
#if defined(HAVE_FFMPEG)
static const char TR_USE_FFV1_DESCRIPTION[] =
QT_TR_NOOP("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Encodes frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked.");
#endif
static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP(
"This feature allows you to change the game's camera.\nMove the mouse while holding the "
"right "
"mouse button to pan and while holding the middle button to move.\nHold SHIFT and press "
"one of "
"the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and "
"SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the "
"speed.\n\nIf unsure, leave this unchecked.");
"Allows manipulation of the in-game camera. Move the mouse while holding the right button "
"to pan or middle button to move.\n\nUse the WASD keys while holding SHIFT to move the "
"camera. Press SHIFT+2 to increase speed or SHIFT+1 to decrease speed. Press SHIFT+R "
"to reset the camera or SHIFT+F to reset the speed.\n\nIf unsure, leave this unchecked. ");
static const char TR_CROPPING_DESCRIPTION[] =
QT_TR_NOOP("Crop the picture from its native aspect ratio to 4:3 or "
QT_TR_NOOP("Crops the picture from its native aspect ratio to 4:3 or "
"16:9.\n\nIf unsure, leave this unchecked.");
static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
"Enables progressive scan if supported by the emulated software.\nMost games don't "
"care about this.\n\nIf unsure, leave this unchecked.");
"Enables progressive scan if supported by the emulated software. Most games don't have "
"any issue with this.\n\nIf unsure, leave this unchecked.");
static const char TR_BACKEND_MULTITHREADING_DESCRIPTION[] =
QT_TR_NOOP("Enables multi-threaded command submission in backends where supported. Enabling "
"this option may result in a performance improvement on systems with more than "
@ -200,17 +196,16 @@ void AdvancedWidget::AddDescriptions()
"leave this checked.");
#ifdef _WIN32
static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
"Implement fullscreen mode with a borderless window spanning the whole screen instead of "
"using "
"exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but "
"slightly increases input latency, makes movement less smooth and slightly decreases "
"performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D "
"Implements fullscreen mode with a borderless window spanning the whole screen instead of "
"using exclusive mode. Allows for faster transitions between fullscreen and windowed mode, "
"but slightly increases input latency, makes movement less smooth and slightly decreases "
"performance.\n\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D "
"backend.\n\nIf unsure, leave this unchecked.");
#endif
AddDescription(m_enable_wireframe, TR_WIREFRAME_DESCRIPTION);
AddDescription(m_show_statistics, TR_SHOW_STATS_DESCRIPTION);
AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DECRIPTION);
AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DESCRIPTION);
AddDescription(m_enable_api_validation, TR_VALIDATION_LAYER_DESCRIPTION);
AddDescription(m_dump_textures, TR_DUMP_TEXTURE_DESCRIPTION);
AddDescription(m_load_custom_textures, TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION);

View File

@ -283,78 +283,78 @@ void EnhancementsWidget::SaveSettings()
void EnhancementsWidget::AddDescriptions()
{
static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves "
"visual quality, but also greatly increases GPU load and can cause issues in "
"certain games. Generally speaking, the lower the internal resolution is, the "
"better your performance will be.\n\nIf unsure, select Native.");
QT_TR_NOOP("Controls the rendering resolution. A high resolution greatly improves visual "
"quality, but also greatly increases GPU load and can cause issues in "
"certain games. Generally speaking, the lower the internal resolution, the "
"better performance will be.\n\nIf unsure, select Native.");
static const char TR_ANTIALIAS_DESCRIPTION[] =
QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths "
"out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical "
"issues. SSAA is significantly more demanding than MSAA, but provides top quality "
"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
"effects, and textures.\n\nIf unsure, select None.");
static const char TR_ANTIALIAS_DESCRIPTION[] = QT_TR_NOOP(
"Reduces the amount of aliasing caused by rasterizing 3D graphics, resulting "
"in smoother edges on objects. Increases GPU load and sometimes causes graphical "
"issues.\n\nSSAA is significantly more demanding than MSAA, but provides top quality "
"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
"effects, and textures.\n\nIf unsure, select None.");
static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
"Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
"Enables anisotropic filtering, which enhances the visual quality of textures that "
"are at oblique viewing angles.\n\nMight cause issues in a small "
"number of games.\n\nIf unsure, select 1x.");
static const char TR_POSTPROCESSING_DESCRIPTION[] = QT_TR_NOOP(
"Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
"Applies a post-processing effect after rendering a frame.\n\nIf unsure, select (off).");
static const char TR_SCALED_EFB_COPY_DESCRIPTION[] = QT_TR_NOOP(
"Greatly increases quality of textures generated using render-to-texture "
"effects.\nRaising the "
"internal resolution will improve the effect of this setting.\nSlightly increases GPU "
"load and "
"causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
static const char TR_SCALED_EFB_COPY_DESCRIPTION[] =
QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture "
"effects. Slightly increases GPU load and causes relatively few graphical issues. "
"Raising the internal resolution will improve the effect of this setting.\n\nIf "
"unsure, leave this checked.");
static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
"appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
"slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
"Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to "
"\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and "
"often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any "
"Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to "
"\"Force 16:9\" to force 4:3-only games to run at 16:9.\n\nRarely produces good results and "
"often partially breaks graphics and game UIs. Unnecessary (and detrimental) if using any "
"AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
static const char TR_REMOVE_FOG_DESCRIPTION[] =
QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
"detail.\nDisabling fog will break some games which rely on proper fog "
"detail.\n\nDisabling fog will break some games which rely on proper fog "
"emulation.\n\nIf unsure, leave this unchecked.");
static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
"Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling "
"of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are "
"Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
"of depth if the necessary hardware is present.\n\nSide-by-Side and Top-and-Bottom are "
"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
"used when your monitor supports 3D display resolutions.\nHeavily decreases "
"used when the monitor supports 3D display resolutions.\n\nHeavily decreases "
"emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
static const char TR_3D_DEPTH_DESCRIPTION[] =
QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value "
"creates a stronger feeling of depth while a lower value is more comfortable.");
static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
"Controls the separation distance between the virtual cameras. \n\nA higher "
"value creates a stronger feeling of depth while a lower value is more comfortable.");
static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP(
"Controls the distance of the convergence plane. This is the distance at which "
"virtual objects will appear to be in front of the screen.\nA higher value creates "
"virtual objects will appear to be in front of the screen.\n\nA higher value creates "
"stronger out-of-screen effects while a lower value is more comfortable.");
static const char TR_3D_SWAP_EYES_DESCRIPTION[] =
QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side "
"cross-eyed.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Swaps the left and right eye. Most useful in side-by-side stereoscopy "
"mode.\n\nIf unsure, leave this unchecked.");
static const char TR_FORCE_24BIT_DESCRIPTION[] =
QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
"quality by reducing color banding.\nIt has no impact on performance and causes "
"quality by reducing color banding. Has no impact on performance and causes "
"few graphical issues.\n\nIf unsure, leave this checked.");
static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] =
QT_TR_NOOP("Filter all textures, including any that the game explicitly set as "
QT_TR_NOOP("Filters all textures, including any that the game explicitly set as "
"unfiltered.\nMay improve quality of certain textures in some games, but will "
"cause issues in others.\n\nIf unsure, leave this unchecked.");
static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] =
QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in "
"some games as \"deflickering\" or \"smoothing\". Disabling the filter has no "
"effect on performance, but may result in a sharper image, and causes few "
"some games as \"deflickering\" or \"smoothing\". \n\nDisabling the filter has no "
"effect on performance, but may result in a sharper image. Causes few "
"graphical issues.\n\nIf unsure, leave this checked.");
static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP(
"Enables detection of arbitrary mipmaps, which some games use for special distance-based "
"effects. May have false positives that result in blurry textures at increased internal "
"resolution, such as in games that use very low resolution mipmaps.\nDisabling this can also "
"reduce stutter in games that frequently load new textures.\nThis feature is not compatible "
"effects.\n\nMay have false positives that result in blurry textures at increased internal "
"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
"reduce stutter in games that frequently load new textures. This feature is not compatible "
"with GPU Texture Decoding.\n\nIf unsure, leave this checked.");
AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);

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@ -177,8 +177,8 @@ void GeneralWidget::SaveSettings()
confirm_sw.setIcon(QMessageBox::Warning);
confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
confirm_sw.setWindowTitle(tr("Confirm backend change"));
confirm_sw.setText(tr("Software rendering is an order of magnitude slower than using the "
"other backends.\nIt's only useful for debugging purposes.\nDo you "
confirm_sw.setText(tr("The software renderer is significantly slower than other "
"backends and is only recommended for debugging purposes.\n\nDo you "
"really want to enable software rendering? If unsure, select 'No'."));
if (confirm_sw.exec() != QMessageBox::Yes)
@ -213,49 +213,49 @@ void GeneralWidget::AddDescriptions()
#if defined(_WIN32)
static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
"Selects which graphics API to use internally.\n\nThe software renderer is extremely "
"slow and only useful for debugging, so you will want to use either OpenGL, Direct3D, "
"or Vulkan. Different games and different GPUs will behave differently on each "
"slow and only useful for debugging, so either OpenGL, Direct3D, or Vulkan are "
"recommended. Different games and different GPUs will behave differently on each "
"backend, so for the best emulation experience it is recommended to try each and "
"select the backend that is least problematic.\n\nIf unsure, select OpenGL.");
#else
static const char TR_BACKEND_DESCRIPTION[] =
QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
"slow and only useful for debugging, so unless you have a reason to use it you'll "
"want to select OpenGL here.\n\nIf unsure, select OpenGL.");
static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
"Selects what graphics API to use internally.\n\nThe software renderer is extremely "
"slow and only useful for debugging, so any of the other backends are "
"recommended.\n\nIf unsure, select OpenGL.");
#endif
static const char TR_ADAPTER_DESCRIPTION[] =
QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, use the first one.");
static const char TR_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
"Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a "
"render window will be created instead.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, select the first one.");
static const char TR_FULLSCREEN_DESCRIPTION[] =
QT_TR_NOOP("Uses the entire screen for rendering.\n\nIf disabled, a "
"render window will be created instead.\n\nIf unsure, leave this unchecked.");
static const char TR_AUTOSIZE_DESCRIPTION[] =
QT_TR_NOOP("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, "
QT_TR_NOOP("Automatically adjusts the window size to the internal resolution.\n\nIf unsure, "
"leave this unchecked.");
static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] =
QT_TR_NOOP("Enable this if you want to use the main Dolphin window for rendering rather than "
QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
"a separate render window.\n\nIf unsure, leave this unchecked.");
static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
"Select what aspect ratio to use when rendering:\nAuto: Use the native aspect "
"ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: "
"Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the "
"Selects what aspect ratio to use when rendering:\n\nAuto: Uses the native aspect "
"ratio\nForce 16:9: Mimics an analog TV with a widescreen aspect ratio.\nForce 4:3: "
"Mimics a standard 4:3 analog TV.\nStretch to Window: Stretches the picture to the "
"window size.\n\nIf unsure, select Auto.");
static const char TR_VSYNC_DESCRIPTION[] =
QT_TR_NOOP("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if "
QT_TR_NOOP("Waits for vertical blanks in order to prevent tearing. Decreases performance if "
"emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
static const char TR_SHOW_FPS_DESCRIPTION[] =
QT_TR_NOOP("Show the number of frames rendered per second as a measure of "
QT_TR_NOOP("Shows the number of frames rendered per second as a measure of "
"emulation speed.\n\nIf unsure, leave this unchecked.");
static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] =
QT_TR_NOOP("Show the players' maximum Ping while playing on "
QT_TR_NOOP("Shows the players' maximum ping while playing on "
"NetPlay.\n\nIf unsure, leave this unchecked.");
static const char TR_LOG_RENDERTIME_DESCRIPTION[] =
QT_TR_NOOP("Log the render time of every frame to User/Logs/render_time.txt. Use this "
"feature when you want to measure the performance of Dolphin.\n\nIf "
QT_TR_NOOP("Logs the render time of every frame to User/Logs/render_time.txt. Use this "
"feature when to measure the performance of Dolphin.\n\nIf "
"unsure, leave this unchecked.");
static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and "
"desync alerts.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts "
"while playing NetPlay.\n\nIf unsure, leave this unchecked.");
static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] =
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
@ -271,13 +271,13 @@ void GeneralWidget::AddDescriptions()
static const char TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION[] = QT_TR_NOOP(
"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
"effects. Not recommended, only use if the other options give poor results on your system.");
"effects. Not recommended, only use if the other options give poor results.");
static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts. For systems with "
"two or fewer cores, it is recommended to enable this option, as a large shader "
"queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
"queue may reduce frame rates.\n\nOtherwise, if unsure, leave this unchecked.");
AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
AddDescription(m_adapter_combo, TR_ADAPTER_DESCRIPTION);

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@ -199,36 +199,36 @@ void HacksWidget::SaveSettings()
void HacksWidget::AddDescriptions()
{
static const char TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION[] =
QT_TR_NOOP("Ignore any requests from the CPU to read from or write to the EFB.\nImproves "
"performance in some games, but might disable some gameplay-related features or "
"graphical effects.\n\nIf unsure, leave this unchecked.");
QT_TR_NOOP("Ignores any requests from the CPU to read from or write to the EFB. "
"\n\nImproves performance in some games, but will disable all EFB-based "
"graphical effects or gameplay-related features.\n\nIf unsure, "
"leave this unchecked.");
static const char TR_IGNORE_FORMAT_CHANGE_DESCRIPTION[] = QT_TR_NOOP(
"Ignore any changes to the EFB format.\nImproves performance in many games without "
"Ignores any changes to the EFB format.\n\nImproves performance in many games without "
"any negative effect. Causes graphical defects in a small number of other "
"games.\n\nIf unsure, leave this checked.");
static const char TR_STORE_EFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
"Stores EFB copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
"in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to "
"RAM "
"(and Texture)\n\nIf unsure, leave this checked.");
"RAM (and Texture)\n\nIf unsure, leave this checked.");
static const char TR_DEFER_EFB_COPIES_DESCRIPTION[] = QT_TR_NOOP(
"Waits until the game synchronizes with the emulated GPU before writing the contents of EFB "
"copies to RAM. Reduces the overhead of EFB RAM copies, provides a performance boost in many "
"games, at the risk of breaking those which do not safely synchronize with the emulated "
"GPU.\n\nIf unsure, leave this checked.");
"copies to RAM. Reduces the overhead of EFB RAM copies, providing a performance boost in "
"many games, at the risk of breaking those which do not safely synchronize with the "
"emulated GPU.\n\nIf unsure, leave this checked.");
static const char TR_ACCUARCY_DESCRIPTION[] = QT_TR_NOOP(
"Adjusts the accuracy at which the GPU receives texture updates from RAM.\n\n "
"The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
"from RAM.\nLower accuracies cause in-game text to appear garbled in certain "
"games.\n\nIf unsure, use the rightmost value.");
"from RAM. Lower accuracies cause in-game text to appear garbled in certain "
"games.\n\nIf unsure, select the rightmost value.");
static const char TR_STORE_XFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
"in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to "
"Texture\nDisabled = XFB Copies to RAM "
"(and Texture)\n\nIf unsure, leave this checked.");
"Stores XFB copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
"in a small number of games.\n\nEnabled = XFB Copies to "
"Texture\nDisabled = XFB Copies to RAM (and Texture)\n\nIf unsure, leave this checked.");
static const char TR_IMMEDIATE_XFB_DESCRIPTION[] =
QT_TR_NOOP("Displays the XFB copies as soon as they are created, without waiting for "
QT_TR_NOOP("Displays XFB copies as soon as they are created, instead of waiting for "
"scanout. Can cause graphical defects "
"in some games if the game doesn't expect all XFB copies to be displayed. "
"However, turning this setting on reduces latency."
@ -240,14 +240,14 @@ void HacksWidget::AddDescriptions()
"bottleneck.\n\nIf unsure, leave this unchecked.");
static const char TR_FAST_DEPTH_CALC_DESCRIPTION[] = QT_TR_NOOP(
"Use a less accurate algorithm to calculate depth values.\nCauses issues in a few "
"games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf "
"unsure, leave this checked.");
"Uses a less accurate algorithm to calculate depth values.\n\nCauses issues in a few "
"games, but can result in a decent speed increase depending on the game and/or "
"GPU.\n\nIf unsure, leave this checked.");
static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] =
QT_TR_NOOP("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, "
"but some games will break.\n\nIf unsure, leave this checked.");
QT_TR_NOOP("Disables bounding box emulation.\n\nThis may improve GPU performance "
"significantly, but some games will break.\n\nIf unsure, leave this checked.");
static const char TR_VERTEX_ROUNDING_DESCRIPTION[] =
QT_TR_NOOP("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at "
QT_TR_NOOP("Rounds 2D vertices to whole pixels.\n\nFixes graphical problems in some games at "
"higher internal resolutions. This setting has no effect when native internal "
"resolution is used.\n\nIf unsure, leave this unchecked.");

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@ -42,7 +42,7 @@ PostProcessingConfigWindow::PostProcessingConfigWindow(EnhancementsWidget* paren
m_post_processor->LoadShader(m_shader);
}
setWindowTitle(tr("Post Processing Shader Configuration"));
setWindowTitle(tr("Post-Processing Shader Configuration"));
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
PopulateGroups();

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@ -516,7 +516,7 @@ void MenuBar::InstallUpdateManually()
{
QMessageBox::information(
this, tr("Update"),
tr("You are running the latest version available on this update track"));
tr("You are running the latest version available on this update track."));
}
track = previous_value;

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@ -91,7 +91,7 @@ void AdvancedPane::CreateLayout()
auto* custom_rtc_description =
new QLabel(tr("This setting allows you to set a custom real time clock (RTC) separate from "
"your current system time.\n\nIf you're unsure, leave this disabled."));
"your current system time.\n\nIf unsure, leave this unchecked."));
custom_rtc_description->setWordWrap(true);
rtc_options->layout()->addWidget(custom_rtc_description);

View File

@ -188,7 +188,7 @@ void GameCubePane::OnConfigPressed(int slot)
{
bool ok;
const auto new_mac = QInputDialog::getText(
this, tr("Broadband adapter MAC address"), tr("Enter new broadband adapter MAC address:"),
this, tr("Broadband Adapter MAC address"), tr("Enter new Broadband Adapter MAC address:"),
QLineEdit::Normal, QString::fromStdString(SConfig::GetInstance().m_bba_mac), &ok);
if (ok)
SConfig::GetInstance().m_bba_mac = new_mac.toStdString();

View File

@ -162,7 +162,7 @@ void InterfacePane::CreateUI()
void InterfacePane::CreateInGame()
{
auto* groupbox = new QGroupBox(tr("In Game"));
auto* groupbox = new QGroupBox(tr("In-Game"));
auto* groupbox_layout = new QVBoxLayout;
groupbox->setLayout(groupbox_layout);
m_main_layout->addWidget(groupbox);