From 8151594d609c250ce503e3a1fc870b4fd8557a69 Mon Sep 17 00:00:00 2001 From: Abbanon <37251822+Abbanon@users.noreply.github.com> Date: Fri, 21 Aug 2020 23:11:03 -0400 Subject: [PATCH] Update gpusettingswidget.cpp (#741) * Update gpusettingswidget.cpp * Update gpusettingswidget.cpp Minor fix Co-authored-by: Connor McLaughlin --- src/duckstation-qt/gpusettingswidget.cpp | 44 +++++++++++------------- 1 file changed, 21 insertions(+), 23 deletions(-) diff --git a/src/duckstation-qt/gpusettingswidget.cpp b/src/duckstation-qt/gpusettingswidget.cpp index 21a4eb503..2f2f2919f 100644 --- a/src/duckstation-qt/gpusettingswidget.cpp +++ b/src/duckstation-qt/gpusettingswidget.cpp @@ -63,46 +63,45 @@ GPUSettingsWidget::GPUSettingsWidget(QtHostInterface* host_interface, QWidget* p dialog->registerWidgetHelp( m_ui.renderer, tr("Renderer"), Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER), tr( - "Chooses the backend to use for rendering tasks for the the console GPU. Depending on your system and hardware, " - "Direct3D 11 and OpenGL hardware backends may be available. The software renderer offers the best compatibility, " + "Chooses the backend to use for rendering the console/game visuals.
Depending on your system and hardware, " + "Direct3D 11 and OpenGL hardware backends may be available.
The software renderer offers the best compatibility, " "but is the slowest and does not offer any enhancements.")); dialog->registerWidgetHelp( m_ui.adapter, tr("Adapter"), tr("(Default)"), tr("If your system contains multiple GPUs or adapters, you can select which GPU you wish to use for the hardware " - "renderers. This option is only supported in Direct3D and Vulkan, OpenGL will always use the default device.")); + "renderers.
This option is only supported in Direct3D and Vulkan. OpenGL will always use the default device.")); dialog->registerWidgetHelp( m_ui.displayAspectRatio, tr("Aspect Ratio"), QStringLiteral("4:3"), tr("Changes the aspect ratio used to display the console's output to the screen. The default " "is 4:3 which matches a typical TV of the era.")); dialog->registerWidgetHelp( m_ui.displayCropMode, tr("Crop Mode"), tr("Only Overscan Area"), - tr("Determines how much of the area typically not visible on a consumer TV set to crop/hide. " - "Some games display content in the overscan area, or use it for screen effects and may " - "not display correctly with the All Borders setting. Only Overscan offers a good " + tr("Determines how much of the area typically not visible on a consumer TV set to crop/hide.
" + "Some games display content in the overscan area, or use it for screen effects.
May " + "not display correctly with the \"All Borders\" setting. \"Only Overscan\" offers a good " "compromise between stability and hiding black borders.")); dialog->registerWidgetHelp( m_ui.disableInterlacing, tr("Disable Interlacing (force progressive render/scan)"), tr("Unchecked"), - tr("Forces the rendering and display of frames to progressive mode. This removes the \"combing\" effect seen in " - "480i games by rendering them in 480p. Not all games are compatible with this option, some require interlaced " - "rendering or render interlaced internally. Usually safe to enable.")); + tr("Forces the rendering and display of frames to progressive mode.
This removes the \"combing\" effect seen in " + "480i games by rendering them in 480p. Usually safe to enable.
" + "May not be compatible with all games.")); dialog->registerWidgetHelp( m_ui.displayLinearFiltering, tr("Linear Upscaling"), tr("Checked"), - tr("Uses bilinear texture filtering when displaying the console's framebuffer to the screen. Disabling filtering " - "will producer a sharper, blockier/pixelated image. Enabling will smooth out the image. The option will be less " + tr("Uses bilinear texture filtering when displaying the console's framebuffer to the screen.
Disabling filtering " + "will producer a sharper, blockier/pixelated image. Enabling will smooth out the image.
The option will be less " "noticable the higher the resolution scale.")); dialog->registerWidgetHelp( m_ui.displayIntegerScaling, tr("Integer Upscaling"), tr("Unchecked"), tr("Adds padding to the display area to ensure that the ratio between pixels on the host to " - "pixels in the console is an integer number. May result in a sharper image in some 2D games.")); + "pixels in the console is an integer number.
May result in a sharper image in some 2D games.")); dialog->registerWidgetHelp( m_ui.vsync, tr("VSync"), tr("Checked"), - tr("Enables synchronization with the host display when possible. Enabling this option will " - "provide better frame pacing and smoother motion with fewer duplicated frames. VSync is " - "automatically disabled when it is not possible (e.g. running at non-100% speed).")); + tr("Enable this option to match DuckStation's refresh rate with your current monitor or screen. " + "VSync is automatically disabled when it is not possible (e.g. running at non-100% speed).")); dialog->registerWidgetHelp( m_ui.resolutionScale, tr("Resolution Scale"), "1x", - tr("Enables the upscaling of 3D objects rendered to the console's framebuffer. Only applies " - "to the hardware backends. This option is usually safe, with most games looking fine at " + tr("Setting this beyond 1x will enhance the resolution of rendered 3D polygons and lines. Only applies " + "to the hardware backends.
This option is usually safe, with most games looking fine at " "higher resolutions. Higher resolutions require a more powerful GPU.")); dialog->registerWidgetHelp( m_ui.trueColor, tr("True Color Rendering (24-bit, disables dithering)"), tr("Unchecked"), @@ -114,23 +113,22 @@ GPUSettingsWidget::GPUSettingsWidget(QtHostInterface* host_interface, QWidget* p dialog->registerWidgetHelp( m_ui.scaledDithering, tr("Scaled Dithering (scale dither pattern to resolution)"), tr("Checked"), tr("Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less " - "obvious at higher resolutions. Usually safe to enable, and only supported by the hardware renderers.")); + "obvious at higher resolutions.
Usually safe to enable, and only supported by the hardware renderers.")); dialog->registerWidgetHelp( m_ui.forceNTSCTimings, tr("Force NTSC Timings (60hz-on-PAL)"), tr("Unchecked"), tr( - "Uses NTSC frame timings when the console is in PAL mode, forcing PAL games to run at 60hz. For most games which " - "have a speed tied to the framerate, this will result in the game running approximately 17% faster. For variable " + "Uses NTSC frame timings when the console is in PAL mode, forcing PAL games to run at 60hz.
For most games which " + "have a speed tied to the framerate, this will result in the game running approximately 17% faster.
For variable " "frame rate games, it may not affect the speed.")); dialog->registerWidgetHelp( m_ui.linearTextureFiltering, tr("Bilinear Texture Filtering"), tr("Unchecked"), - tr("Smooths out the blockyness of magnified textures on 3D object by using bilinear filtering. Will have a " + tr("Smooths out the blockyness of magnified textures on 3D object by using bilinear filtering.
Will have a " "greater effect on higher resolution scales. Only applies to the hardware renderers.")); dialog->registerWidgetHelp( m_ui.widescreenHack, tr("Widescreen Hack"), tr("Unchecked"), tr("Scales vertex positions in screen-space to a widescreen aspect ratio, essentially " "increasing the field of view from 4:3 to 16:9 in 3D games.
For 2D games, or games which " - "use pre-rendered backgrounds, this enhancement will not work as expected. May not be compatible with all " - "games.")); + "use pre-rendered backgrounds, this enhancement will not work as expected.
May not be compatible with all games.")); dialog->registerWidgetHelp( m_ui.pgxpEnable, tr("Geometry Correction"), tr("Unchecked"), tr("Reduces \"wobbly\" polygons and \"warping\" textures that are common in PS1 games.
Only "