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Update Ubershader descriptions

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Ebola16 committed May 1, 2018
1 parent 1b63810 commit 05205ce3d723fadd04ef005f324e65ce61e1dde6
Showing with 20 additions and 18 deletions.
  1. +10 −9 Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp
  2. +10 −9 Source/Core/DolphinWX/VideoConfigDiag.cpp
@@ -294,17 +294,18 @@ void GeneralWidget::AddDescriptions()
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION =
QT_TR_NOOP("Ubershaders will always be used. Provides a near stutter-free experience at the "
"cost of high GPU requirements. Only recommended for high-end systems.");
static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = QT_TR_NOOP(
"Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
"high GPU performance requirements. Only recommended for high-end systems.");
static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION =
QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.");
static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION =
QT_TR_NOOP("Instead of using ubershaders during shader compilation, objects which use these "
"shaders will be not be rendered. This can further reduce stuttering and "
"performance requirements, compared to ubershaders, at the cost of introducing "
"visual glitches and broken effects. Not recommended.");
"specialized shaders will be used when they will not cause stuttering. In the "
"best case it eliminates shader compilation stuttering while having minimal "
"performance impact, but results depend on video driver behavior.");
static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = QT_TR_NOOP(
"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
"effects. Not recommended, only use if the other options give poor results on your system.");
static const char* TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION =
QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
@@ -299,17 +299,18 @@ static wxString shader_compile_sync_desc =
wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
static wxString shader_compile_uber_only_desc =
wxTRANSLATE("Ubershaders will always be used. Provides a near stutter-free experience at the "
"cost of high GPU requirements. Only recommended for high-end systems.");
static wxString shader_compile_uber_only_desc = wxTRANSLATE(
"Ubershaders will always be used. Provides a near stutter-free experience at the cost of high "
"GPU performance requirements. Only recommended for high-end systems.");
static wxString shader_compile_async_uber_desc =
wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.");
static wxString shader_compile_async_skip_desc =
wxTRANSLATE("Instead of using ubershaders during shader compilation, objects which use these "
"shaders will be not be rendered. This can further reduce stuttering and "
"performance requirements, compared to ubershaders, at the cost of introducing "
"visual glitches and broken effects. Not recommended.");
"specialized shaders will be used when they will not cause stuttering. In the best "
"case it eliminates shader compilation stuttering while having minimal performance "
"impact, but results depend on video driver behavior.");
static wxString shader_compile_async_skip_desc = wxTRANSLATE(
"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
"effects. Not recommended, only use if the other options give poor results on your system.");
static wxString shader_compile_before_start_desc =
wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "

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