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34 changed files with 104 additions and 176 deletions
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@ -57,7 +57,8 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
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container: ViewGroup,
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setting: IntSetting,
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namesArrayId: Int,
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valuesArrayId: Int
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valuesArrayId: Int,
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onValueChanged: ((Int) -> Unit)? = null
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) {
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val inflater = LayoutInflater.from(emulationFragment.requireContext())
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val itemView = inflater.inflate(R.layout.item_quick_settings_menu, container, false)
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@ -89,6 +90,7 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
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setting.setInt(values[index])
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saveSettings()
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valueView.text = name
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onValueChanged?.invoke(values[index])
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}
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}
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radioGroup.addView(radioButton)
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@ -22,6 +22,8 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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USE_AUTO_STUB("use_auto_stub"),
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RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
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RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
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RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
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RENDERER_ASYNC_PRESENTATION("async_presentation"),
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RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
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RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
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ENABLE_BUFFER_HISTORY("enable_buffer_history"),
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@ -17,7 +17,6 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
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RENDERER_VRAM_USAGE_MODE("vram_usage_mode"),
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RENDERER_NVDEC_EMULATION("nvdec_emulation"),
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RENDERER_ASTC_DECODE_METHOD("accelerate_astc"),
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RENDERER_ASTC_RECOMPRESSION("astc_recompression"),
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RENDERER_ACCURACY("gpu_accuracy"),
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RENDERER_RESOLUTION("resolution_setup"),
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RENDERER_VSYNC("use_vsync"),
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@ -349,15 +349,6 @@ abstract class SettingsItem(
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valuesId = R.array.astcDecodingMethodValues
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)
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)
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put(
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SingleChoiceSetting(
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IntSetting.RENDERER_ASTC_RECOMPRESSION,
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titleId = R.string.astc_recompression,
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descriptionId = R.string.astc_recompression_description,
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choicesId = R.array.astcRecompressionMethodNames,
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valuesId = R.array.astcRecompressionMethodValues
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)
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)
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put(
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SingleChoiceSetting(
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IntSetting.RENDERER_VRAM_USAGE_MODE,
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@ -652,6 +643,20 @@ abstract class SettingsItem(
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descriptionId = R.string.renderer_force_max_clock_description
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION,
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titleId = R.string.renderer_asynchronous_gpu_emulation,
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descriptionId = R.string.renderer_asynchronous_gpu_emulation_description
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.RENDERER_ASYNC_PRESENTATION,
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titleId = R.string.renderer_async_presentation,
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descriptionId = R.string.renderer_async_presentation_description
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)
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)
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put(
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SingleChoiceSetting(
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IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT,
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@ -29,6 +29,7 @@ import org.yuzu.yuzu_emu.databinding.DialogSliderBinding
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import org.yuzu.yuzu_emu.databinding.DialogSpinboxBinding
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import org.yuzu.yuzu_emu.features.input.NativeInput
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import org.yuzu.yuzu_emu.features.input.model.AnalogDirection
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import org.yuzu.yuzu_emu.features.settings.model.IntSetting
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import org.yuzu.yuzu_emu.features.settings.model.view.AnalogInputSetting
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import org.yuzu.yuzu_emu.features.settings.model.view.ButtonInputSetting
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import org.yuzu.yuzu_emu.features.settings.model.view.IntSingleChoiceSetting
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@ -381,6 +382,10 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
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}
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scSetting.setSelectedValue(value)
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if (scSetting.setting.key == IntSetting.RENDERER_SCALING_FILTER.key) {
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settingsViewModel.setShouldReloadSettingsList(true)
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}
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if (scSetting.setting.key == "app_language") {
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settingsViewModel.setShouldRecreateForLanguageChange(true)
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// recreate page apply language change instantly
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@ -58,19 +58,38 @@ class SettingsFragmentPresenter(
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val pairedSettingKey = item.setting.pairedSettingKey
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if (pairedSettingKey.isNotEmpty()) {
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val needsGlobal = getNeedsGlobalForKey(pairedSettingKey)
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val pairedSettingValue = NativeConfig.getBoolean(
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pairedSettingKey,
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if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
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!NativeConfig.usingGlobal(pairedSettingKey)
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} else {
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NativeConfig.usingGlobal(pairedSettingKey)
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}
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needsGlobal
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)
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if (!pairedSettingValue) return
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}
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add(item)
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}
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private fun getNeedsGlobalForKey(key: String): Boolean {
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return if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
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!NativeConfig.usingGlobal(key)
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} else {
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NativeConfig.usingGlobal(key)
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}
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}
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private fun isFsrScalingFilterSelected(): Boolean {
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val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
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val needsGlobal = getNeedsGlobalForKey(IntSetting.RENDERER_SCALING_FILTER.key)
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val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal)
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return selectedFilter == fsrFilterValue
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}
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private fun resolveFsrScalingFilterValue(): Int? {
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val names = context.resources.getStringArray(R.array.rendererScalingFilterNames)
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val values = context.resources.getIntArray(R.array.rendererScalingFilterValues)
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val fsrIndex = names.indexOf(context.getString(R.string.scaling_filter_fsr))
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return if (fsrIndex in values.indices) values[fsrIndex] else null
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}
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// Allows you to show/hide abstract settings based on the paired setting key
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private fun ArrayList<SettingsItem>.addAbstract(item: SettingsItem) {
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val pairedSettingKey = item.setting.pairedSettingKey
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@ -248,7 +267,9 @@ class SettingsFragmentPresenter(
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add(IntSetting.RENDERER_RESOLUTION.key)
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add(IntSetting.RENDERER_VSYNC.key)
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add(IntSetting.RENDERER_SCALING_FILTER.key)
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add(IntSetting.FSR_SHARPENING_SLIDER.key)
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if (isFsrScalingFilterSelected()) {
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add(IntSetting.FSR_SHARPENING_SLIDER.key)
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}
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add(IntSetting.RENDERER_ANTI_ALIASING.key)
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add(IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT.key)
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@ -259,11 +280,12 @@ class SettingsFragmentPresenter(
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add(IntSetting.MAX_ANISOTROPY.key)
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add(IntSetting.RENDERER_VRAM_USAGE_MODE.key)
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add(IntSetting.RENDERER_ASTC_DECODE_METHOD.key)
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add(IntSetting.RENDERER_ASTC_RECOMPRESSION.key)
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add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key)
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add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
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add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
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add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
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add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
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add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
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add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
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add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
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@ -1078,6 +1078,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
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private fun addQuickSettings() {
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binding.quickSettingsSheet.apply {
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val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
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val isFsrSelected = isFsrScalingFilterSelected()
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container.removeAllViews()
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@ -1159,16 +1160,20 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
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IntSetting.RENDERER_SCALING_FILTER,
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R.array.rendererScalingFilterNames,
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R.array.rendererScalingFilterValues
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)
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) {
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addQuickSettings()
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}
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quickSettings.addSliderSetting(
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R.string.fsr_sharpness,
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container,
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IntSetting.FSR_SHARPENING_SLIDER,
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minValue = 0,
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maxValue = 100,
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units = "%"
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)
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if (isFsrSelected) {
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quickSettings.addSliderSetting(
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R.string.fsr_sharpness,
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container,
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IntSetting.FSR_SHARPENING_SLIDER,
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minValue = 0,
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maxValue = 100,
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units = "%"
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)
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}
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quickSettings.addIntSetting(
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R.string.renderer_anti_aliasing,
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@ -1180,6 +1185,19 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
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}
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}
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private fun isFsrScalingFilterSelected(): Boolean {
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val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
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val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal = false)
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return selectedFilter == fsrFilterValue
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}
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private fun resolveFsrScalingFilterValue(): Int? {
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val names = resources.getStringArray(R.array.rendererScalingFilterNames)
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val values = resources.getIntArray(R.array.rendererScalingFilterValues)
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val fsrIndex = names.indexOf(getString(R.string.scaling_filter_fsr))
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return if (fsrIndex in values.indices) values[fsrIndex] else null
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}
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private fun openQuickSettingsMenu() {
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binding.drawerLayout.closeDrawer(binding.inGameMenu)
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binding.drawerLayout.openDrawer(binding.quickSettingsSheet)
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@ -58,6 +58,7 @@ class DriverViewModel : ViewModel() {
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private val driversToDelete = mutableListOf<String>()
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private var previousDriverPath: String = ""
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private var activeGame: Game? = null
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private val _shouldShowDriverShaderDialog = MutableStateFlow(false)
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val shouldShowDriverShaderDialog: StateFlow<Boolean> get() = _shouldShowDriverShaderDialog
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@ -98,6 +99,7 @@ class DriverViewModel : ViewModel() {
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}
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fun onOpenDriverManager(game: Game?) {
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activeGame = game
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if (game != null) {
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SettingsFile.loadCustomConfig(game)
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}
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@ -116,10 +118,12 @@ class DriverViewModel : ViewModel() {
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}
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if (!skipShaderWipe && newDriverPath != previousDriverPath) {
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wipeAllShaders()
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activeGame?.let {
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wipeGameShaders(it)
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if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
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_shouldShowDriverShaderDialog.value = true
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if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
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_shouldShowDriverShaderDialog.value = true
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}
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}
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}
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@ -139,12 +143,14 @@ class DriverViewModel : ViewModel() {
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_shouldShowDriverShaderDialog.value = false
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}
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private fun wipeAllShaders() {
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private fun wipeGameShaders(game: Game) {
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viewModelScope.launch {
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withContext(Dispatchers.IO) {
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val externalFilesDir = YuzuApplication.appContext.getExternalFilesDir(null)
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?: return@withContext
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val shaderDir = File(
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YuzuApplication.appContext.getExternalFilesDir(null)?.canonicalPath +
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"/shader/"
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externalFilesDir.absolutePath +
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"/shader/" + game.settingsName.lowercase()
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)
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if (shaderDir.exists()) {
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shaderDir.deleteRecursively()
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@ -202,6 +208,7 @@ class DriverViewModel : ViewModel() {
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}
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driversToDelete.clear()
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} finally {
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activeGame = null
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_isDeletingDrivers.value = false
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}
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}
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|
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@ -479,8 +479,6 @@
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<string name="vram_usage_mode_description">تحكم في مدى قوة تخصيص المحاكي لذاكرة وحدة معالجة الرسومات وتحريرها.</string>
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<string name="accelerate_astc">طريقة فك ضغط ASTC</string>
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<string name="accelerate_astc_description">حدد كيفية فك ضغط نسيج ASTC للعرض: CPU (بطيء، آمن)، GPU (سريع، موصى به)، أو CPU Async (بدون توقف، قد يسبب مشاكل)</string>
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<string name="astc_recompression">طريقة إعادة ضغط ASTC</string>
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<string name="astc_recompression_description">حدد كيفية إعادة ضغط نسيج ASTC لتحسين التوافق والأداء. تمكين هذا الخيار يوفر VRAM ولكن قد يقلل من جودة النسيج.</string>
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<string name="sync_memory_operations">مزامنة عمليات الذاكرة</string>
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<string name="sync_memory_operations_description">يضمن اتساق البيانات بين عمليات الحوسبة والذاكرة. هذا الخيار قد يحل المشكلات في بعض الألعاب، ولكن قد يقلل الأداء في بعض الحالات. يبدو أن الألعاب التي تستخدم Unreal Engine 4 هي الأكثر تأثرًا.</string>
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@ -997,9 +995,6 @@
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<string name="dma_accuracy_unsafe">غير آمن</string>
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<string name="dma_accuracy_safe">آمن</string>
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<!-- ASTC Recompression Method Choices -->
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<string name="astc_recompression_uncompressed">غير مضغوط</string>
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<!-- ASTC Recompression Method Choices -->
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<string name="vram_usage_conservative">محافظ</string>
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<string name="vram_usage_aggressive">عدواني</string>
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|
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@ -343,8 +343,6 @@
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<string name="vram_usage_mode_description">کۆنتڕۆڵی بەکارهێنانی VRAM</string>
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<string name="accelerate_astc">ڕێگای دیکۆدکردنی ASTC</string>
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<string name="accelerate_astc_description">هەڵبژێرە چۆن تێکستوورە پەستووکراوەکانی ASTC دەکرێنەوە بۆ ڕێندرکردن: CPU (هێواش، سەلامەت)، GPU (خێرا، پێشنیارکراو)، یان CPU Async (بێ ستەتەر، لەوانەیە کێشە دروست بکات)</string>
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<string name="astc_recompression">ڕێگای پێکهێنانەوەی ASTC</string>
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<string name="astc_recompression_description">هەڵبژێرە چۆن تێکستوورەکانی ASTC پەستوو دەکرێنەوە بۆ باشترکردنی گونجاندن و کارایی. چالاککردنی ئەم هەڵبژاردە VRAM هەڵدەگرێت بەڵام لەوانەیە کەمکردنەوەی کوالێتی تێکستوور بکات.</string>
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<string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string>
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<string name="sync_memory_operations_description">دڵنیایی داتا لە نێوان کردارەکانی کۆمپیوتەر و بیرگە. ئەم هەڵبژاردە کێشەکان لە هەندێک یاری چارەسەر دەکات، بەڵام لە هەندێک حاڵەت کارایی کەم دەکاتەوە. وا دیارە یارییەکانی Unreal Engine 4 زۆرترین کاریگەریان هەیە.</string>
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@ -577,9 +575,6 @@
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|||
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||||
<!-- DMA Accuracy -->
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<string name="dma_accuracy_default">بنەڕەتی</string>
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<!-- ASTC Recompression Method Choices -->
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<string name="astc_recompression_uncompressed">پێکهێنەنەوە</string>
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||||
<!-- ASTC Recompression Method Choices -->
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<string name="vram_usage_conservative">پارێزەر</string>
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<string name="vram_usage_aggressive">توند</string>
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||||
|
|
|
|||
|
|
@ -458,8 +458,6 @@
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<string name="vram_usage_mode_description">Určuje, jak moc agresivně emulátor přiděluje a uvolňuje grafickou paměť.</string>
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<string name="accelerate_astc">Metoda dekódování ASTC</string>
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||||
<string name="accelerate_astc_description">Vyberte způsob jak se dekódují ASTC textury: CPU (pomalé, bezpečné), GPU (rychlé, doporučené) nebo CPU Async (asynchronní, žádné zasekávání, ale může způsobit problémy)</string>
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<string name="astc_recompression">Metoda rekomprese ASTC</string>
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<string name="astc_recompression_description">Vyberte způsob rekomprese textur ASTC pro zlepšení kompatibility a výkonu. Zapnutí této volby ušetří VRAM, ale může snížit kvalitu textur.</string>
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<string name="sync_memory_operations">Synchronizace paměťových operací</string>
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<string name="sync_memory_operations_description">Zajišťuje konzistenci dat mezi výpočetními a paměťovými operacemi. Tato volba by měla opravit problémy v některých hrách, ale může v některých případech snížit výkon. Největší změny se týkají her založených na Unreal Engine 4.</string>
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||||
|
|
@ -727,9 +725,6 @@
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|||
<string name="dma_accuracy_unsafe">Nebezpečné</string>
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||||
<string name="dma_accuracy_safe">Bezpečné</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Nekomprimované</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konzervativní</string>
|
||||
<string name="vram_usage_aggressive">Agresivní</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -458,8 +458,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
|
|||
<string name="vram_usage_mode_description">Steuerung der GPU-Speicherzuweisung</string>
|
||||
<string name="accelerate_astc">ASTC-Decodierung</string>
|
||||
<string name="accelerate_astc_description">Wählen Sie aus, wie ASTC-komprimierte Texturen für das Rendering decodiert werden: CPU (langsam, sicher), GPU (schnell, empfohlen) oder CPU Async (kein Ruckeln, kann Probleme verursachen)</string>
|
||||
<string name="astc_recompression">ASTC-Neukompression</string>
|
||||
<string name="astc_recompression_description">Wählen Sie, wie ASTC-Texturen neu komprimiert werden, um die Kompatibilität und Leistung zu verbessern. Diese Option spart VRAM, kann aber die Texturqualität verringern.</string>
|
||||
|
||||
<string name="sync_memory_operations">Speicheroperationen synchronisieren</string>
|
||||
<string name="sync_memory_operations_description">Stellt die Datenkonsistenz zwischen Compute- und Speicheroperationen sicher. Diese Option sollte Probleme in einigen Spielen beheben, kann aber in einigen Fällen die Leistung verringern. Spiele mit Unreal Engine 4 scheinen am stärksten betroffen zu sein.</string>
|
||||
|
|
@ -935,9 +933,6 @@ Wirklich fortfahren?</string>
|
|||
<string name="dma_accuracy_unsafe">Unsicher</string>
|
||||
<string name="dma_accuracy_safe">Sicher</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Unkomprimiert</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konservativ</string>
|
||||
<string name="vram_usage_aggressive">Aggressiv</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -473,8 +473,6 @@
|
|||
<string name="vram_usage_mode_description">Controla con qué agresividad el emulador asigna y libera la memoria de la GPU.</string>
|
||||
<string name="accelerate_astc">Método de decodificación ASTC</string>
|
||||
<string name="accelerate_astc_description">Elija cómo se descodifican las texturas comprimidas ASTC para el renderizado: CPU (lento, seguro), GPU (rápido, recomendado) o CPU Async (sin tirones, puede causar problemas)</string>
|
||||
<string name="astc_recompression">Método de recompresión ASTC</string>
|
||||
<string name="astc_recompression_description">Elija cómo se recomprimen las texturas ASTC para mejorar la compatibilidad y el rendimiento. Habilitar esta opción ahorra VRAM pero puede reducir la calidad de las texturas.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizar operaciones de memoria</string>
|
||||
<string name="sync_memory_operations_description">Garantiza la consistencia de los datos entre las operaciones de computación y memoria. Esta opción debería solucionar problemas en algunos juegos, pero también puede reducir el rendimiento en algunos casos. Los juegos de Unreal Engine 4 a menudo ven los cambios más significativos de los mismos.</string>
|
||||
|
|
@ -991,9 +989,6 @@
|
|||
<string name="dma_accuracy_unsafe">Inseguro</string>
|
||||
<string name="dma_accuracy_safe">Seguro</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Sin compresión</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservador</string>
|
||||
<string name="vram_usage_aggressive">Agresivo</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -114,12 +114,6 @@
|
|||
<string name="accelerate_astc_gpu">GPU</string>
|
||||
<string name="accelerate_astc_async">CPU ناهمگام</string>
|
||||
|
||||
<!-- ASTC Recompression Method -->
|
||||
<string name="astc_recompression">روش فشردهسازی مجدد ASTC</string>
|
||||
<string name="astc_recompression_description">انتخاب کنید که بافتهای ASTC چگونه فشردهسازی مجدد شوند تا سازگاری و عملکرد بهبود یابد. فعال کردن این گزینه VRAM را ذخیره میکند اما ممکن است کیفیت بافت را کاهش دهد.</string>
|
||||
<string name="astc_recompression_uncompressed">فشردهنشده</string>
|
||||
<string name="astc_recompression_bc1">BC1 (کیفیت پایین)</string>
|
||||
<string name="astc_recompression_bc3">BC3 (کیفیت متوسط)</string>
|
||||
|
||||
<!-- VRAM Usage Mode -->
|
||||
<string name="vram_usage_mode">حالت استفاده از VRAM</string>
|
||||
|
|
|
|||
|
|
@ -452,8 +452,6 @@
|
|||
<string name="vram_usage_mode_description">Gestion de la mémoire GPU</string>
|
||||
<string name="accelerate_astc">Méthode ASTC</string>
|
||||
<string name="accelerate_astc_description">Choisissez comment les textures compressées ASTC sont décodées pour le rendu : CPU (lent, sûr), GPU (rapide, recommandé) ou CPU Async (pas de saccades, peut causer des problèmes)</string>
|
||||
<string name="astc_recompression">Recompression ASTC</string>
|
||||
<string name="astc_recompression_description">Choisissez comment les textures ASTC sont recompressées pour améliorer la compatibilité et les performances. Activer cette option économise la VRAM mais peut réduire la qualité des textures.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synchroniser les opérations mémoire</string>
|
||||
<string name="sync_memory_operations_description">Garantit la cohérence des données entre les opérations de calcul et de mémoire. Cette option devrait résoudre les problèmes dans certains jeux, mais peut réduire les performances dans certains cas. Les jeux utilisant Unreal Engine 4 semblent être les plus affectés.</string>
|
||||
|
|
@ -850,9 +848,6 @@
|
|||
<string name="dma_accuracy_unsafe">Dangereux</string>
|
||||
<string name="dma_accuracy_safe">Sûr</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Non compressé</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservateur</string>
|
||||
<string name="vram_usage_aggressive">Agressif</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -373,8 +373,6 @@
|
|||
<string name="vram_usage_mode_description">שליטה בקצב הקצאת ושחרור זיכרון GPU</string>
|
||||
<string name="accelerate_astc">שיטת פענוח ASTC</string>
|
||||
<string name="accelerate_astc_description">בחר כיצד לפרק את הטקסטורות הדחוסות ב-ASTC עבור רינדור: CPU (איטי, בטוח), GPU (מהיר, מומלץ) או CPU Async (ללא קפיצות, עלול לגרום לבעיות)</string>
|
||||
<string name="astc_recompression">שיטת דחיסת ASTC</string>
|
||||
<string name="astc_recompression_description">בחר כיצד דחיסה מחדש של טקסטורות ASTC משפרת תאימות וביצועים. הפעלת אפשרות זו חוסכת VRAM אך עלולה להוריד את איכות הטקסטורה.</string>
|
||||
|
||||
<string name="sync_memory_operations">סנכרון פעולות זיכרון</string>
|
||||
<string name="sync_memory_operations_description">מבטיח עקביות נתונים בין פעולות חישוב וזיכרון. אפשרות זו אמורה לתקן בעיות במשחקים מסוימים, אך עלולה להפחית ביצועים במקרים מסוימים. נראה שהמשחקים עם Unreal Engine 4 הם המושפעים ביותר.</string>
|
||||
|
|
@ -622,9 +620,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">ברירת מחדל</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">לא דחוס</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">שמרני</string>
|
||||
<string name="vram_usage_aggressive">אגרסיבי</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -362,8 +362,6 @@
|
|||
<string name="vram_usage_mode_description">GPU memória kezelésének módja</string>
|
||||
<string name="accelerate_astc">ASTC dekódolási módszer</string>
|
||||
<string name="accelerate_astc_description">Válassza ki, hogyan legyenek dekódolva az ASTC tömörített textúrák a rendereléshez: CPU (lassú, biztonságos), GPU (gyors, ajánlott) vagy CPU Async (nincs megakadás, de problémákat okozhat)</string>
|
||||
<string name="astc_recompression">ASTC újratömörítési módszer</string>
|
||||
<string name="astc_recompression_description">Válassza ki, hogyan történik az ASTC textúrák újratömörítése a kompatibilitás és a teljesítmény javításáért. Ez az opció VRAM-ot takarít meg, de csökkentheti a textúra minőségét.</string>
|
||||
|
||||
<string name="sync_memory_operations">Memória-műveletek szinkronizálása</string>
|
||||
<string name="sync_memory_operations_description">Biztosítja az adatok konzisztenciáját a számítási és memória-műveletek között. Ez az opciónak javítania kell néhány játékban előforduló problémát, de bizonyos esetekben csökkentheti a teljesítményt. Az Unreal Engine 4-et használó játékok látszanak a legérintettebbek.</string>
|
||||
|
|
@ -711,9 +709,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Alapértelmezett</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Tömörítetlen</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konzervatív</string>
|
||||
<string name="vram_usage_aggressive">Aggresszív</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -394,8 +394,6 @@
|
|||
<string name="vram_usage_mode_description">Kontrol seberapa agresif emulator mengalokasikan dan membebaskan memori GPU.</string>
|
||||
<string name="accelerate_astc">Metode Dekoding ASTC</string>
|
||||
<string name="accelerate_astc_description">Pilih cara tekstur terkompresi ASTC didekode untuk rendering: CPU (lambat, aman), GPU (cepat, direkomendasikan), atau CPU Async (tanpa lag, mungkin menyebabkan masalah)</string>
|
||||
<string name="astc_recompression">Metode Rekompresi ASTC</string>
|
||||
<string name="astc_recompression_description">Pilih cara tekstur ASTC dikompresi ulang untuk meningkatkan kompatibilitas dan performa. Mengaktifkan opsi ini menghemat VRAM tetapi dapat menurunkan kualitas tekstur.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sinkronisasi Operasi Memori</string>
|
||||
<string name="sync_memory_operations_description">Memastikan konsistensi data antara operasi komputasi dan memori. Opsi ini seharusnya memperbaiki masalah di beberapa game, tetapi mungkin mengurangi performa dalam beberapa kasus. Game dengan Unreal Engine 4 tampaknya yang paling terpengaruh.</string>
|
||||
|
|
@ -757,9 +755,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Bawaan</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Tidak Dikompresi</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konservatif</string>
|
||||
<string name="vram_usage_aggressive">Agresif</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -401,8 +401,6 @@
|
|||
<string name="vram_usage_mode_description">Controlla l`allocazione della memoria GPU</string>
|
||||
<string name="accelerate_astc">Metodo decodifica ASTC</string>
|
||||
<string name="accelerate_astc_description">Scegli come decodificare le texture compresse ASTC per il rendering: CPU (lento, sicuro), GPU (veloce, consigliato) o CPU Async (senza stuttering, può causare problemi)</string>
|
||||
<string name="astc_recompression">Metodo ricompressione ASTC</string>
|
||||
<string name="astc_recompression_description">Scegli come ricomprimere le texture ASTC per migliorare compatibilità e prestazioni. Abilitare questa opzione salva VRAM ma può ridurre la qualità delle texture.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizza operazioni di memoria</string>
|
||||
<string name="sync_memory_operations_description">Garantisce la coerenza dei dati tra le operazioni di calcolo e memoria. Questa opzione dovrebbe risolvere problemi in alcuni giochi, ma potrebbe ridurre le prestazioni in alcuni casi. I giochi con Unreal Engine 4 sembrano essere i più colpiti.</string>
|
||||
|
|
@ -797,9 +795,6 @@
|
|||
<string name="dma_accuracy_unsafe">Non sicura</string>
|
||||
<string name="dma_accuracy_safe">Sicura</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Non compresso</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservativa</string>
|
||||
<string name="vram_usage_aggressive">Aggressiva</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -360,8 +360,6 @@
|
|||
<string name="vram_usage_mode_description">VRAMの使用効率を設定</string>
|
||||
<string name="accelerate_astc">ASTCデコード方法</string>
|
||||
<string name="accelerate_astc_description">ASTC圧縮テクスチャのデコード方法を選択: CPU (低速、安全)、GPU (高速、推奨)、またはCPU非同期 (カクつきなし、問題が発生する可能性あり)</string>
|
||||
<string name="astc_recompression">ASTC再圧縮方法</string>
|
||||
<string name="astc_recompression_description">ASTCテクスチャの再圧縮方法を選択して互換性とパフォーマンスを向上させます。このオプションを有効にするとVRAMを節約できますが、テクスチャ品質が低下する可能性があります。</string>
|
||||
|
||||
<string name="sync_memory_operations">メモリ操作の同期</string>
|
||||
<string name="sync_memory_operations_description">計算処理とメモリ操作間のデータ一貫性を保証します。 このオプションは一部のゲームの問題を修正しますが、場合によってはパフォーマンスが低下する可能性があります。 Unreal Engine 4のゲームが最も影響を受けるようです。</string>
|
||||
|
|
@ -618,9 +616,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">デフォルト</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">非圧縮</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">保守的</string>
|
||||
<string name="vram_usage_aggressive">積極的</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -360,8 +360,6 @@
|
|||
<string name="vram_usage_mode_description">GPU 메모리 할당/해제 방식 선택</string>
|
||||
<string name="accelerate_astc">ASTC 디코딩 방법</string>
|
||||
<string name="accelerate_astc_description">ASTC 압축 텍스처의 디코딩 방식을 선택하세요: CPU (느림, 안전), GPU (빠름, 권장), 또는 CPU 비동기 (끊김 없음, 문제 발생 가능)</string>
|
||||
<string name="astc_recompression">ASTC 재압축 방법</string>
|
||||
<string name="astc_recompression_description">ASTC 텍스처의 재압축 방식을 선택하여 호환성과 성능을 향상시킵니다. 이 옵션을 활성화하면 VRAM을 절약할 수 있지만 텍스처 품질이 저하될 수 있습니다.</string>
|
||||
|
||||
<string name="sync_memory_operations">메모리 작업 동기화</string>
|
||||
<string name="sync_memory_operations_description">컴퓨팅 및 메모리 작업 간 데이터 일관성을 보장합니다. 이 옵션은 일부 게임의 문제를 해결할 수 있지만 경우에 따라 성능이 저하될 수 있습니다. Unreal Engine 4 게임이 가장 큰 영향을 받는 것으로 보입니다.</string>
|
||||
|
|
@ -670,9 +668,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">기본값</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">비압축</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">보수적</string>
|
||||
<string name="vram_usage_aggressive">적극적</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -343,8 +343,6 @@
|
|||
<string name="vram_usage_mode_description">Kontroller minnetildeling for GPU</string>
|
||||
<string name="accelerate_astc">ASTC-dekoding</string>
|
||||
<string name="accelerate_astc_description">Velg hvordan ASTC-komprimerte teksturer skal dekodes for rendering: CPU (tregt, sikkert), GPU (raskt, anbefalt) eller CPU Async (ingen stuttering, kan forårsake problemer)</string>
|
||||
<string name="astc_recompression">ASTC-komprimering</string>
|
||||
<string name="astc_recompression_description">Velg hvordan ASTC-teksturer komprimeres på nytt for å forbedre kompatibilitet og ytelse. Å aktivere dette alternativet sparer VRAM, men kan redusere teksturkvaliteten.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synkroniser minneoperasjoner</string>
|
||||
<string name="sync_memory_operations_description">Sikrer datakonsistens mellom beregnings- og minneoperasjoner. Dette alternativet bør fikse problemer i noen spill, men kan redusere ytelsen i noen tilfeller. Spill med Unreal Engine 4 ser ut til å være de mest berørte.</string>
|
||||
|
|
@ -590,9 +588,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Standard</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Ukomprimert</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konservativ</string>
|
||||
<string name="vram_usage_aggressive">Aggressiv</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -458,8 +458,6 @@
|
|||
<string name="vram_usage_mode_description">Kontroluj alokację i zwalnianie pamięci GPU.</string>
|
||||
<string name="accelerate_astc">Metoda dekodowania ASTC</string>
|
||||
<string name="accelerate_astc_description">Wybierz sposób dekodowania tekstur skompresowanych w formacie ASTC do renderowania: CPU (wolne, bezpieczne), GPU (szybkie, zalecane) lub CPU Async (bez zacięć, może powodować problemy)</string>
|
||||
<string name="astc_recompression">Metoda rekompresji ASTC</string>
|
||||
<string name="astc_recompression_description">Wybierz sposób ponownej kompresji tekstur ASTC w celu poprawy zgodności i wydajności. Włączenie tej opcji oszczędza VRAM, ale może obniżyć jakość tekstur.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synchronizuj operacje pamięci</string>
|
||||
<string name="sync_memory_operations_description">Zapewnia spójność danych między operacjami obliczeniowymi i pamięciowymi. Ta opcja powinna naprawiać problemy w niektórych grach, ale może zmniejszyć wydajność w niektórych przypadkach. Gry z Unreal Engine 4 wydają się być najbardziej dotknięte.</string>
|
||||
|
|
@ -913,9 +911,6 @@
|
|||
<string name="dma_accuracy_unsafe">Niezalecane</string>
|
||||
<string name="dma_accuracy_safe">Bezpieczne</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Bez kompresji</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Oszczędny</string>
|
||||
<string name="vram_usage_aggressive">Agresywny</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -446,8 +446,6 @@
|
|||
<string name="vram_usage_mode_description">Controla a alocação de memória GPU</string>
|
||||
<string name="accelerate_astc">Método de decodificação ASTC</string>
|
||||
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são decodificadas para renderização: CPU (lenta, segura), GPU (rápida, recomendada) ou CPU Assíncrona (sem travamentos, mas pode causar problemas).</string>
|
||||
<string name="astc_recompression">Método de recompressão ASTC</string>
|
||||
<string name="astc_recompression_description">Escolha como as texturas ASTC são recompactadas para melhorar a compatibilidade e o desempenho. Ativar esta opção economiza VRAM, mas pode reduzir a qualidade da textura.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizar Operações de Memória</string>
|
||||
<string name="sync_memory_operations_description">Garante a consistência de dados entre operações de computação e memória. Esta opção pode corrigir problemas em alguns jogos, mas também pode reduzir o desempenho, sendo os jogos da Unreal Engine 4 os mais afetados.</string>
|
||||
|
|
@ -858,9 +856,6 @@
|
|||
<string name="dma_accuracy_unsafe">Insegura</string>
|
||||
<string name="dma_accuracy_safe">Segura</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Não comprimido</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservador</string>
|
||||
<string name="vram_usage_aggressive">Agressivo</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -366,8 +366,6 @@
|
|||
<string name="vram_usage_mode_description">Controla alocação de memória GPU.</string>
|
||||
<string name="accelerate_astc">Método ASTC</string>
|
||||
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são descodificadas para renderização: CPU (lento, seguro), GPU (rápido, recomendado) ou CPU Async (sem engasgos, pode causar problemas)</string>
|
||||
<string name="astc_recompression">Recompressão ASTC</string>
|
||||
<string name="astc_recompression_description">Escolha como as texturas ASTC são recomprimidas para melhorar a compatibilidade e o desempenho. Ativar esta opção poupa VRAM, mas pode reduzir a qualidade da textura.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizar Operações de Memória</string>
|
||||
<string name="sync_memory_operations_description">Garante a consistência dos dados entre operações de computação e memória. Esta opção deve corrigir problemas em alguns jogos, mas pode reduzir o desempenho nalguns casos. Os jogos com Unreal Engine 4 parecem ser os mais afectados.</string>
|
||||
|
|
@ -723,9 +721,6 @@ uma tentativa de mapeamento automático</string>
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Predefinido</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Não Comprimido</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservador</string>
|
||||
<string name="vram_usage_aggressive">Agressivo</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -474,8 +474,6 @@
|
|||
<string name="vram_usage_mode_description">Стратегия управления видеопамятью</string>
|
||||
<string name="accelerate_astc">Метод декодирования ASTC</string>
|
||||
<string name="accelerate_astc_description">Выберите способ декодирования сжатых текстур ASTC для рендеринга: ЦП (медленно, безопасно), ГПУ (быстро, рекомендуется) или ЦП асинхронно (без заиканий, могут возникнуть проблемы)</string>
|
||||
<string name="astc_recompression">Метод пережатия ASTC</string>
|
||||
<string name="astc_recompression_description">Выберите способ пересжатия текстур ASTC для улучшения совместимости и производительности. Включение этой опции экономит VRAM, но может снизить качество текстур.</string>
|
||||
|
||||
<string name="sync_memory_operations">Синхронизация операций с памятью</string>
|
||||
<string name="sync_memory_operations_description">Обеспечивает согласованность данных между вычислительными операциями и операциями с памятью. Эта опция должна исправлять проблемы в некоторых играх, но может снижать производительность в некоторых случаях. Наиболее сильно это затрагивает игры на Unreal Engine 4.</string>
|
||||
|
|
@ -992,9 +990,6 @@
|
|||
<string name="dma_accuracy_unsafe">Небезопасно</string>
|
||||
<string name="dma_accuracy_safe">Безопасный</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Без сжатия</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Консервативный</string>
|
||||
<string name="vram_usage_aggressive">Агрессивный</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -365,8 +365,6 @@
|
|||
<string name="vram_usage_mode_description">Контролишите колико агресивно емулатор додељује и ослобађа ГПУ меморију.</string>
|
||||
<string name="accelerate_astc">АСТЦ метода декодирања</string>
|
||||
<string name="accelerate_astc_description">Изаберите како су текстуре са компримираним текстовима декодиране за приказивање: ЦПУ (споро, сигуран), ГПУ (Фаст, Препоручи) или ЦПУ АСИНЦ (без затезача, могу да изазове питања)</string>
|
||||
<string name="astc_recompression">Метода рекомпресије АСТЦ-а</string>
|
||||
<string name="astc_recompression_description">Изаберите како се текстуре АСТЦ препоручују да би се побољшале компатибилност и перформансе. Омогућавање ове опције штеди ВРАМ, али може смањити квалитет текстуре.</string>
|
||||
|
||||
<string name="sync_memory_operations">Синхронизација меморијских операција</string>
|
||||
<string name="sync_memory_operations_description">Осигурава конзистентност података између рачунских и меморијских операција. Ова опција би требало да поправи проблеме у неким играма, али може смањити перформансе у неким случајевима. Чини се да су игре са Unreal Engine 4 највише погођене.</string>
|
||||
|
|
@ -720,9 +718,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Подразумевано</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Некомпримован</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Конзервативан</string>
|
||||
<string name="vram_usage_aggressive">Агресиван</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -475,8 +475,6 @@
|
|||
<string name="vram_usage_mode_description">Налаштування виділення пам`яті GPU</string>
|
||||
<string name="accelerate_astc">Метод декодування ASTC</string>
|
||||
<string name="accelerate_astc_description">Виберіть спосіб декодування стиснених текстур ASTC для рендерингу: CPU (повільно, безпечно), GPU (швидко, рекомендовано) або CPU Async (без затримок, можуть виникнути несправності)</string>
|
||||
<string name="astc_recompression">Метод перестиснення ASTC</string>
|
||||
<string name="astc_recompression_description">Виберіть спосіб перестиснення текстур ASTC для покращення сумісності та продуктивності. Увімкнення цієї опції зберігає VRAM, але може знизити якість текстур.</string>
|
||||
|
||||
<string name="sync_memory_operations">Синхронізація операцій з пам\'яттю</string>
|
||||
<string name="sync_memory_operations_description">Забезпечує узгодженість даних між обчислювальними операціями та операціями з пам\'яттю. Ця опція має виправляти проблеми в деяких іграх, але може знижувати продуктивність у деяких випадках. Ігри на Unreal Engine 4, здається, найбільш постраждалі.</string>
|
||||
|
|
@ -993,9 +991,6 @@
|
|||
<string name="dma_accuracy_unsafe">Небезпечно</string>
|
||||
<string name="dma_accuracy_safe">Безпечно</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Без стиснення</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Консервативний</string>
|
||||
<string name="vram_usage_aggressive">Агресивний</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -341,8 +341,6 @@
|
|||
<string name="vram_usage_mode_description">Kiểm soát cách cấp phát bộ nhớ GPU</string>
|
||||
<string name="accelerate_astc">Phương thức giải mã ASTC</string>
|
||||
<string name="accelerate_astc_description">Chọn cách giải mã texture nén ASTC để kết xuất: CPU (chậm, an toàn), GPU (nhanh, khuyên dùng) hoặc CPU Async (không giật, có thể gây ra sự cố)</string>
|
||||
<string name="astc_recompression">Phương thức nén lại ASTC</string>
|
||||
<string name="astc_recompression_description">Chọn cách nén lại texture ASTC để cải thiện khả năng tương thích và hiệu suất. Bật tùy chọn này tiết kiệm VRAM nhưng có thể làm giảm chất lượng texture.</string>
|
||||
|
||||
<string name="sync_memory_operations">Đồng bộ hoá thao tác bộ nhớ</string>
|
||||
<string name="sync_memory_operations_description">Đảm bảo tính nhất quán dữ liệu giữa các thao tác tính toán và bộ nhớ. Tùy chọn này nên khắc phục sự cố trong một số trò chơi, nhưng có thể làm giảm hiệu suất trong một số trường hợp. Các trò chơi với Unreal Engine 4 có vẻ bị ảnh hưởng nhiều nhất.</string>
|
||||
|
|
@ -586,9 +584,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Mặc định</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Không nén</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Bảo thủ</string>
|
||||
<string name="vram_usage_aggressive">Mạnh</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -468,8 +468,6 @@
|
|||
<string name="vram_usage_mode_description">控制显存分配策略</string>
|
||||
<string name="accelerate_astc">ASTC解码方式</string>
|
||||
<string name="accelerate_astc_description">选择ASTC压缩纹理的解码方式:CPU(慢速、安全)、GPU(快速、推荐)或CPU异步(无卡顿,可能导致问题)</string>
|
||||
<string name="astc_recompression">ASTC重压缩方式</string>
|
||||
<string name="astc_recompression_description">选择ASTC纹理的重新压缩方式以提高兼容性和性能。启用此选项可节省VRAM,但可能会降低纹理质量。</string>
|
||||
|
||||
<string name="sync_memory_operations">同步内存操作</string>
|
||||
<string name="sync_memory_operations_description">确保计算和内存操作之间的数据一致性。 此选项应能修复某些游戏中的问题,但在某些情况下可能会降低性能。 使用Unreal Engine 4的游戏似乎受影响最大。</string>
|
||||
|
|
@ -986,9 +984,6 @@
|
|||
<string name="dma_accuracy_unsafe">不安全</string>
|
||||
<string name="dma_accuracy_safe">安全</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">不压缩</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">保守模式</string>
|
||||
<string name="vram_usage_aggressive">激进模式</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -451,8 +451,6 @@
|
|||
<string name="vram_usage_mode_description">控制GPU記憶體的分配與釋放策略</string>
|
||||
<string name="accelerate_astc">ASTC解碼方式</string>
|
||||
<string name="accelerate_astc_description">選擇ASTC壓縮紋理的解碼方式:CPU(慢速、安全)、GPU(快速、推薦)或CPU非同步(無卡頓,可能導致問題)</string>
|
||||
<string name="astc_recompression">ASTC重新壓縮方式</string>
|
||||
<string name="astc_recompression_description">選擇ASTC紋理的重新壓縮方式以提高相容性和效能。啟用此選項可節省VRAM,但可能會降低紋理品質。</string>
|
||||
|
||||
<string name="sync_memory_operations">同步記憶體操作</string>
|
||||
<string name="sync_memory_operations_description">確保計算和記憶體操作之間的資料一致性。 此選項應能修復某些遊戲中的問題,但在某些情況下可能會降低效能。 使用Unreal Engine 4的遊戲似乎受影響最大。</string>
|
||||
|
|
@ -861,9 +859,6 @@
|
|||
<string name="dma_accuracy_unsafe">不安全</string>
|
||||
<string name="dma_accuracy_safe">安全</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">未壓縮</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">保守</string>
|
||||
<string name="vram_usage_aggressive">積極</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -138,21 +138,6 @@
|
|||
<item>1</item> <!-- GPU -->
|
||||
<item>2</item> <!-- CPU Asynchronously -->
|
||||
</integer-array>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string-array name="astcRecompressionMethodNames">
|
||||
<item>@string/astc_recompression_uncompressed</item>
|
||||
<item>@string/astc_recompression_bc1</item>
|
||||
<item>@string/astc_recompression_bc3</item>
|
||||
</string-array>
|
||||
|
||||
<!-- ASTC Recompression Method Values -->
|
||||
<integer-array name="astcRecompressionMethodValues">
|
||||
<item>0</item> <!-- Uncompressed -->
|
||||
<item>1</item> <!-- BC1 -->
|
||||
<item>2</item> <!-- BC3 -->
|
||||
</integer-array>
|
||||
|
||||
<!-- NVDEC Emulation Choices -->
|
||||
<string-array name="rendererNvdecNames">
|
||||
<item>@string/nvdec_emulation_none</item> <!-- Off -->
|
||||
|
|
|
|||
|
|
@ -485,8 +485,6 @@
|
|||
<string name="vram_usage_mode_description">Control how aggressively the emulator allocates and frees GPU memory.</string>
|
||||
<string name="accelerate_astc">ASTC Decoding Method</string>
|
||||
<string name="accelerate_astc_description">Pick how ASTC-compressed textures are decoded for rendering: CPU (slow, safe), GPU (fast, recommended), or CPU Async (no stutters, may cause issues)</string>
|
||||
<string name="astc_recompression">ASTC Recompression Method</string>
|
||||
<string name="astc_recompression_description">Choose how ASTC textures are recompressed to improve compatibility and performance. Enabling this option saves VRAM but may lower texture quality.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sync Memory Operations</string>
|
||||
<string name="sync_memory_operations_description">Ensures data consistency between compute and memory operations. This option should fix issues in some games, but may also reduce performance in some cases. Unreal Engine 4 games often see the most significant changes thereof.</string>
|
||||
|
|
@ -494,6 +492,10 @@
|
|||
<string name="use_disk_shader_cache_description">Reduces stuttering by locally storing and loading generated shaders.</string>
|
||||
<string name="renderer_force_max_clock">Force maximum clocks (Adreno only)</string>
|
||||
<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
|
||||
<string name="renderer_asynchronous_gpu_emulation">GPU async emulation</string>
|
||||
<string name="renderer_asynchronous_gpu_emulation_description">Runs GPU emulation asynchronously to reduce CPU stalls and improve throughput. Disable this only if you run into timing-related issues.</string>
|
||||
<string name="renderer_async_presentation">Asynchronous presentation</string>
|
||||
<string name="renderer_async_presentation_description">Slightly improves performance by moving presentation to a separate CPU thread.</string>
|
||||
<string name="renderer_reactive_flushing">Use reactive flushing</string>
|
||||
<string name="renderer_reactive_flushing_description">Improves rendering accuracy in some games at the cost of performance.</string>
|
||||
<string name="enable_buffer_history">Enable buffer history</string>
|
||||
|
|
@ -1041,12 +1043,7 @@
|
|||
<string name="accelerate_astc_gpu" translatable="false">GPU</string>
|
||||
<string name="accelerate_astc_async" translatable="false">CPU Async</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Uncompressed</string>
|
||||
<string name="astc_recompression_bc1" translatable="false">BC1</string>
|
||||
<string name="astc_recompression_bc3" translatable="false">BC3</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservative</string>
|
||||
<string name="vram_usage_aggressive">Aggressive</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -359,7 +359,11 @@ struct Values {
|
|||
true,
|
||||
true};
|
||||
SwitchableSetting<int, true> fsr_sharpening_slider{linkage,
|
||||
#ifdef ANDROID
|
||||
0,
|
||||
#else
|
||||
25,
|
||||
#endif
|
||||
0,
|
||||
200,
|
||||
"fsr_sharpening_slider",
|
||||
|
|
@ -450,11 +454,7 @@ struct Values {
|
|||
"max_anisotropy",
|
||||
Category::RendererAdvanced};
|
||||
SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
|
||||
#ifdef ANDROID
|
||||
AstcDecodeMode::Cpu,
|
||||
#else
|
||||
AstcDecodeMode::Gpu,
|
||||
#endif
|
||||
"accelerate_astc",
|
||||
Category::RendererAdvanced};
|
||||
|
||||
|
|
@ -583,7 +583,9 @@ struct Values {
|
|||
Category::RendererHacks};
|
||||
|
||||
SwitchableSetting<ExtendedDynamicState> dyna_state{linkage,
|
||||
#if defined (ANDROID) || defined (__APPLE__)
|
||||
#if defined(ANDROID)
|
||||
ExtendedDynamicState::EDS1,
|
||||
#elif defined(__APPLE__)
|
||||
ExtendedDynamicState::Disabled,
|
||||
#else
|
||||
ExtendedDynamicState::EDS2,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue