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