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 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 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 "