From 00618995d98e74ad982d1af59a928cbfcd174641 Mon Sep 17 00:00:00 2001 From: Talkashie <26035046+Talkashie@users.noreply.github.com> Date: Tue, 7 Sep 2021 05:10:53 -0500 Subject: [PATCH] fix Makes things more consistent. There were cases where both "Alt-Enter" and "Alt+Enter" were being used, so I made them all use the same style. Added more commas and periods to give a more natural flow of sentences. --- rpcs3/rpcs3qt/settings_dialog.cpp | 2 +- rpcs3/rpcs3qt/tooltips.h | 32 +++++++++++++++---------------- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/rpcs3/rpcs3qt/settings_dialog.cpp b/rpcs3/rpcs3qt/settings_dialog.cpp index f40de22c10..4613a5ac19 100644 --- a/rpcs3/rpcs3qt/settings_dialog.cpp +++ b/rpcs3/rpcs3qt/settings_dialog.cpp @@ -267,7 +267,7 @@ settings_dialog::settings_dialog(std::shared_ptr gui_settings, std { ui->enableTSX->setEnabled(false); ui->enableTSX->setPlaceholderText(tr("Not supported", "Enable TSX")); - SubscribeTooltip(ui->enableTSX, tr("Unfortunately your CPU model does not support this instruction set.", "Enable TSX")); + SubscribeTooltip(ui->enableTSX, tr("Unfortunately, your CPU model does not support this instruction set.", "Enable TSX")); m_emu_settings->SetSetting(emu_settings_type::EnableTSX, fmt::format("%s", tsx_usage::disabled)); } diff --git a/rpcs3/rpcs3qt/tooltips.h b/rpcs3/rpcs3qt/tooltips.h index 9834f75176..4a94bf7ac4 100644 --- a/rpcs3/rpcs3qt/tooltips.h +++ b/rpcs3/rpcs3qt/tooltips.h @@ -19,8 +19,8 @@ public: { // advanced - const QString lle_list = tr("These libraries are LLE'd by default (lower list), selection will switch to HLE.\nLLE - \"Low Level Emulated\", function code inside the selected SPRX file will be used for exported firmware functions.\nHLE - \"High Level Emulated\", alternative emulator code will be used instead for exported firmware functions.\nIf choosen wrongly, games will not work! If unsure, leave both lists empty. HLEing all SPRX allows to boot without firmware installed. (experimental)"); - const QString hle_list = tr("These libraries are HLE'd by default (upper list), selection will switch to LLE.\nLLE - \"Low Level Emulated\", function code inside the selected SPRX file will be used for exported firmware functions.\nHLE - \"High Level Emulated\", alternative emulator code will be used instead for exported firmware functions.\nIf choosen wrongly, games will not work! If unsure, leave both lists empty. HLEing all SPRX allows to boot without firmware installed. (experimental)"); + const QString lle_list = tr("These libraries are LLE'd by default (lower list), selection will switch to HLE.\nLLE - \"Low Level Emulated\", function code inside the selected SPRX file will be used for exported firmware functions.\nHLE - \"High Level Emulated\", alternative emulator code will be used instead for exported firmware functions.\nIf chosen wrongly, games will not work! If unsure, leave both lists empty. HLEing all SPRX allows to boot without firmware installed. (experimental)"); + const QString hle_list = tr("These libraries are HLE'd by default (upper list), selection will switch to LLE.\nLLE - \"Low Level Emulated\", function code inside the selected SPRX file will be used for exported firmware functions.\nHLE - \"High Level Emulated\", alternative emulator code will be used instead for exported firmware functions.\nIf chosen wrongly, games will not work! If unsure, leave both lists empty. HLEing all SPRX allows to boot without firmware installed. (experimental)"); const QString lib_default_hle = tr("Select to LLE. (HLE by default)"); const QString lib_default_lle = tr("Select to HLE. (LLE by default)"); @@ -30,13 +30,13 @@ public: const QString read_depth = tr("Initializes render target memory using vm memory."); const QString dump_depth = tr("Writes depth buffer values to vm memory."); const QString disable_on_disk_shader_cache = tr("Disables the loading and saving of shaders from and to the shader cache in the data directory."); - const QString zcull_operation_mode = tr("Changes ZCULL report synchronization behaviour. Use with caution.\n· Precise is the most accurate to PS3 behaviour.\n· Approximate is just a faster way to generate occlusion data which may not always match what the PS3 would generate.\n· Relaxed changes synchronization method completely and can improve performance in some games or completely break others."); - const QString max_spurs_threads = tr("Limits the maximum number of SPURS threads in each thread group.\nMay improve performance in some cases, especially on systems with limited number of hardware threads.\nLimiting the number of threads is likely to cause crashes; it's recommended to keep this at default value."); + const QString zcull_operation_mode = tr("Changes ZCULL report synchronization behaviour. Use with caution.\n· Precise is the most accurate to PS3 behaviour.\n· Approximate is just a faster way to generate occlusion data which may not always match what the PS3 would generate.\n· Relaxed changes the synchronization method completely and can improve performance in some games or completely break others."); + const QString max_spurs_threads = tr("Limits the maximum number of SPURS threads in each thread group.\nMay improve performance in some cases, especially on systems with limited number of hardware threads.\nLimiting the number of threads is likely to cause crashes; it's recommended to keep this at the default value."); const QString sleep_timers_accuracy = tr("Changes the sleep period accuracy.\n'As Host' uses default accuracy of the underlying operating system, while 'All Timers' attempts to improve it.\n'Usleep Only' limits the adjustments to usleep syscall only.\nCan affect performance in unexpected ways."); const QString vblank_rate = tr("Adjusts the frequency of vertical blanking signals that the emulator sends.\nAffects timing of events which rely on these signals."); const QString clocks_scale = tr("Changes the scale of emulated system time.\nAffects software which uses system time to calculate things such as dynamic timesteps."); const QString wake_up_delay = tr("Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide.\nIncrements/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.\nValues above 1000μs may cause noticeable performance penalties, use with caution."); - const QString disabled_from_global = tr("Do not change this setting globally.\nRight-click the game in game list and choose \"Configure\" instead."); + const QString disabled_from_global = tr("Do not change this setting globally.\nRight-click a game in the game list and choose \"Configure\" instead."); const QString vulkan_async_scheduler = tr("Determines how to schedule GPU async compute jobs when using asynchronous streaming.\nUse 'Host' mode for more spec compliant behavior at the cost of CPU overhead.\nUse 'Device' to let your driver handle this. Beware that 'device' mode technically violates official spec but is the superior option."); // audio @@ -60,12 +60,12 @@ public: const QString ppu_llvm = tr("Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time.\nThis is by far the fastest option and should always be used.\nShould you face compatibility issues, fall back to one of the Interpreters and retry.\nIf unsure, use this option."); const QString ppu_precompilation = tr("Searches the game's directory and precompiles extra PPU modules during boot.\nIf disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.\nOnly disable this if you want to get ingame more quickly."); const QString spu_precise = tr("Interprets SPU code with absolute accuracy.\nThis is extremely slow but may fix broken graphics in some games."); - const QString spu_fast = tr("Interprets SPU code with sacrificed accuracy in order to achieve better performance.\nThis is slower than the SPU Recompiler but significantly faster than the precise interpreter.\nGames rarely need this however."); + const QString spu_fast = tr("Interprets SPU code with sacrificed accuracy in order to achieve better performance.\nThis is slower than the SPU Recompiler but significantly faster than the precise interpreter.\nHowever, games rarely need this."); const QString spu_asmjit = tr("Recompiles the game's SPU code using the ASMJIT Recompiler.\nThis is the fast option with very good compatibility.\nIf unsure, use this option."); const QString spu_llvm = tr("Recompiles and caches the game's SPU code using the LLVM Recompiler before running which adds extra start-up time.\nThis is the fastest option with very good compatibility.\nIf you experience issues, use the ASMJIT Recompiler."); const QString accurate_xfloat = tr("Adds extra accuracy to SPU float vectors processing.\nFixes bugs in various games at the cost of performance.\nThis setting is only applied when SPU Decoder is set to Fast or LLVM."); const QString spu_cache = tr("Caches compiled SPU modules on disc.\nShould normally stay enabled.\nDisable this if the cache becomes too large.\nDisabling it does not remove the existing cache."); - const QString enable_thread_scheduler = tr("Control how RPCS3 utilizes the threads of your system.\nEach option heavily depends on the game and on your CPU, it's recommended to try each option to find out which performs the best.\nChanging the thread scheduler is not supported on CPUs with less than 12 threads."); + const QString enable_thread_scheduler = tr("Control how RPCS3 utilizes the threads of your system.\nEach option heavily depends on the game and on your CPU. It's recommended to try each option to find out which performs the best.\nChanging the thread scheduler is not supported on CPUs with less than 12 threads."); const QString lower_spu_thread_priority = tr("Runs SPU threads with lower priority than PPU threads.\nUsually faster on an i3 or i5, possibly slower or no difference on an i7 or Ryzen."); const QString spu_loop_detection = tr("Try to detect loop conditions in SPU kernels and use them as scheduling hints.\nImproves performance and reduces CPU usage.\nMay cause severe audio stuttering in rare cases."); const QString enable_tsx = tr("Enable usage of TSX instructions.\nNeeds to be forced on some Haswell or Broadwell CPUs.\nForcing this on older Hardware can lead to system instability, use it with caution."); @@ -102,19 +102,19 @@ public: const QString accurate_ppu_128_loop = tr("When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.\nNumerical values control whether or not to enable the accurate version based on the atomic operation's length."); const QString enable_performance_report = tr("Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to."); const QString num_ppu_threads = tr("Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.\n2 is the default, if unsure do not modify this setting."); - const QString ppu_llvm_java_mode_handling = tr("Respect current Java Mode for alti-vec ops by PPU LLVM.\nIf unsure do not modify this setting."); + const QString ppu_llvm_java_mode_handling = tr("Respect current Java Mode for alti-vec ops by PPU LLVM.\nIf unsure, do not modify this setting."); // emulator const QString exit_on_stop = tr("Automatically close RPCS3 when closing a game, or when a game closes itself."); const QString start_on_boot = tr("Leave this enabled unless you are a developer."); - const QString start_game_fullscreen = tr("Automatically puts the game window in fullscreen.\nDouble click on the game window or press alt+enter to toggle fullscreen and windowed mode."); + const QString start_game_fullscreen = tr("Automatically puts the game window in fullscreen.\nDouble click on the game window or press Alt+Enter to toggle fullscreen and windowed mode."); const QString prevent_display_sleep = tr("Prevent the display from sleeping while a game is running.\nThis requires the org.freedesktop.ScreenSaver D-Bus service on Linux.\nThis option will be disabled if the current platform does not support display sleep control."); const QString game_window_title_format = tr("Configure the game window title.\nChanging this and/or adding the framerate may cause buggy or outdated recording software to not notice RPCS3."); const QString resize_on_boot = tr("Automatically resizes the game window on boot.\nThis does not change the internal game resolution."); const QString show_trophy_popups = tr("Show trophy pop-ups when a trophy is unlocked."); const QString disable_mouse = tr("Disables the activation of fullscreen mode per double-click while the game screen is active.\nCheck this if you want to play with mouse and keyboard (for example with UCR)."); - const QString disable_kb_hotkeys = tr("Disables keyboard hotkeys such as Ctrl-S, Ctrl-E, Ctrl-R, Ctrl-P while the game screen is active.\nThis does not include Ctrl-L (hide and lock mouse) and Alt-Enter (toggle fullscreen).\nCheck this if you want to play with mouse and keyboard."); + const QString disable_kb_hotkeys = tr("Disables keyboard hotkeys such as Ctrl+S, Ctrl+E, Ctrl+R, Ctrl+P while the game screen is active.\nThis does not include Ctrl+L (hide and lock mouse) and Alt+Enter (toggle fullscreen).\nCheck this if you want to play with mouse and keyboard."); const QString max_llvm_threads = tr("Limits the maximum number of threads used for the initial PPU and SPU module compilation.\nLower this in order to increase performance of other open applications.\nThe default uses all available threads."); const QString show_mouse_in_fullscreen = tr("Shows the mouse cursor when the fullscreen mode is active.\nCurrently this may not work every time."); const QString lock_mouse_in_fullscreen = tr("Locks the mouse cursor at center when the fullscreen mode is active."); @@ -144,12 +144,12 @@ public: // gpu const QString renderer = tr("Vulkan is the fastest renderer. OpenGL is the most accurate renderer.\nIf unsure, use Vulkan. Should you have any compatibility issues, fall back to OpenGL."); - const QString resolution = tr("This setting will be ignored if the Resolution Scale is set to anything other than 100%!\nLeave this on 1280x720, every PS3 game is compatible with this resolution.\nOnly use 1920x1080 if the game supports it.\nRarely due to emulation bugs some games will only render at low resolutions like 480p."); + const QString resolution = tr("This setting will be ignored if the Resolution Scale is set to anything other than 100%!\nLeave this on 1280x720. Every PS3 game is compatible with this resolution.\nOnly use 1920x1080 if the game supports it.\nRarely due to emulation bugs some games will only render at low resolutions like 480p."); const QString graphics_adapter = tr("On multi GPU systems select which GPU to use in RPCS3 when using Vulkan.\nThis is not needed when using OpenGL."); const QString aspect_ratio = tr("Leave this on 16:9 unless you have a 4:3 monitor."); const QString frame_limit = tr("Off is the best option as it performs faster.\nUsing the frame limiter will add extra overhead and slow down the game.\nHowever, some games will crash if the frame rate is too high.\nIf that happens, set value to anything other than Off."); const QString anti_aliasing = tr("Emulate PS3 multisampling layout.\nCan fix some otherwise difficult to solve graphics glitches.\nLow to moderate performance hit depending on your GPU hardware."); - const QString anisotropic_filter = tr("Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources.\nModern GPUs can handle this setting just fine even at 16x.\nKeep this on Automatic if you want to use the original setting used by a real PS3."); + const QString anisotropic_filter = tr("Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources.\nModern GPUs can handle this setting just fine, even at 16x.\nKeep this on Automatic if you want to use the original setting used by a real PS3."); const QString resolution_scale = tr("Scales the game's resolution by the given percentage.\nThe base resolution is always 1280x720.\nSet this value to 100% if you want to use the normal Resolution options."); const QString minimum_scalable_dimension = tr("Only framebuffers greater than this size will be upscaled.\nIncreasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled.\nIf unsure, don't change this option."); const QString dump_color = tr("Enable this option if you get missing graphics or broken lighting ingame.\nMight degrade performance and introduce stuttering in some cases.\nRequired for Demon's Souls."); @@ -167,13 +167,13 @@ public: const QString async_texture_streaming = tr("Stream textures to GPU in parallel with 3D rendering.\nCan improve performance on more powerful GPUs that have spare headroom.\nOnly works with Vulkan renderer."); - const QString fsr_upscaling = tr("Enable FidelityFX Super Resolution upscaling filter to improve the look of upscaled images.\nIf the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale.\nCan cause visual artifacts.\nDoes not work with stereo 3D output for now"); + const QString fsr_upscaling = tr("Enable FidelityFX Super Resolution upscaling filter to improve the look of upscaled images.\nIf the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale.\nCan cause visual artifacts.\nDoes not work with stereo 3D output for now."); const QString fsr_rcas_strength = tr("Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts."); // gui const QString log_limit = tr("Sets the maximum amount of blocks that the log can display.\nThis usually equals the number of lines.\nSet 0 in order to remove the limit."); - const QString tty_limit = tr("Sets the maximum amount of blocks that the tty can display.\nThis usually equals the number of lines.\nSet 0 in order to remove the limit."); + const QString tty_limit = tr("Sets the maximum amount of blocks that the TTY can display.\nThis usually equals the number of lines.\nSet 0 in order to remove the limit."); const QString stylesheets = tr("Changes the overall look of RPCS3.\nChoose a stylesheet and click Apply to change between styles."); const QString show_welcome = tr("Shows the initial welcome screen upon starting RPCS3."); const QString show_exit_game = tr("Shows a confirmation dialog when the game window is being closed."); @@ -241,8 +241,8 @@ public: const QString vibration = tr("The PS3 activates two motors (large and small) to handle controller vibrations.
You can enable, disable or even switch these signals for the currently selected pad here."); const QString emulated_preview = tr("The emulated stick values (red dots) in the stick preview represent the actual stick positions as they will be visible to the game. The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. The blue regular dots represent the raw stick values (including stick multipliers) before they are converted for ingame usage."); const QString trigger_deadzones = tr("A trigger's deadzone determines how far the trigger has to be moved until it is recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience."); - const QString stick_lerp = tr("With keyboards you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore when a key is pressed the stick will jump to the maximum value of the chosen direction immediately. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached."); - const QString mouse_deadzones = tr("The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y)."); + const QString stick_lerp = tr("With keyboards, you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore, the stick will jump to the maximum value of the chosen direction immediately when a key is pressed. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached."); + const QString mouse_deadzones = tr("The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence, mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y)."); const QString mouse_acceleration = tr("The mouse acceleration can be used to amplify your mouse movements on the x and y axes. Increase these values if your mouse movements feel too slow while playing a game. You can change these values temporarily during gameplay in order to find out the optimal values (Alt+G and Alt+H for x, Alt+J and Alt+K for y). Keep in mind that modern mice usually provide different modes and settings that can be used to change mouse movement speeds as well."); } gamepad_settings;