shared_translation: Add tooltips for core and graphics settings

This commit is contained in:
FearlessTobi 2024-02-06 16:29:13 +01:00
parent a2f23746c2
commit 482e203d5c

View file

@ -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 Switchs maximum of 4.\n"
"This is mainly a debug option and shouldnt 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.\nIts doesnt 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 its 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 FSRs 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 "