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authorRyan Meredith <rwm@udel.edu>2018-05-01 18:57:34 -0400
committerRyan Meredith <rwm@udel.edu>2018-05-01 18:57:34 -0400
commit05205ce3d723fadd04ef005f324e65ce61e1dde6 (patch)
tree33fda70e9022dc79840b0bc98542c0b9e84a3e3a /Source
parent1b63810e85e34997e14cec786bd75e020dd18e7b (diff)
Update Ubershader descriptions
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp19
-rw-r--r--Source/Core/DolphinWX/VideoConfigDiag.cpp19
2 files changed, 20 insertions, 18 deletions
diff --git a/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp b/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp
index 339049bd20..ce33ccab29 100644
--- a/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.cpp
+++ b/Source/Core/DolphinQt2/Config/Graphics/GeneralWidget.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 "
diff --git a/Source/Core/DolphinWX/VideoConfigDiag.cpp b/Source/Core/DolphinWX/VideoConfigDiag.cpp
index e9dea2c863..caf3ffe27b 100644
--- a/Source/Core/DolphinWX/VideoConfigDiag.cpp
+++ b/Source/Core/DolphinWX/VideoConfigDiag.cpp
@@ -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 "