constQStringlle_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)");
constQStringhle_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)");
constQStringdebug_console_mode=tr("Increases the amount of usable system memory to match a DECR console and more.\nCauses some software to behave differently than on retail hardware.");
constQStringsilence_all_logs=tr("Stop writing any logs after game startup. Don't use unless you believe it's necessary.");
constQStringread_color=tr("Initializes render target memory using vm memory.");
constQStringread_depth=tr("Initializes render target memory using vm memory.");
constQStringdump_depth=tr("Writes depth buffer values to vm memory.");
constQStringdisable_on_disk_shader_cache=tr("Disables the loading and saving of shaders from and to the shader cache in the data directory.");
constQStringzcull_operation_mode=tr("Changes ZCULL report synchronization behaviour. Experiment to find the best option for your game. Approximate mode is recommended for most games.\n· Precise is the most accurate to PS3 behaviour. Required for accurate visuals in some titles such as Demon's Souls and The Darkness.\n· Approximate is a much faster way to generate occlusion data which may not always match what the PS3 would generate. Works well with most PS3 games.\n· Relaxed changes the synchronization method completely and can greatly improve performance in some games or completely break others.");
constQStringmax_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.");
constQStringsleep_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.");
constQStringrsx_fifo_accuracy=tr("\"Fast\" is the least accurate setting, RSX does not emulate atomic FIFO buffer.\n\"Atomic & Ordered\" is the most accurate but it is the slowest and without much stability benefit in games over \"Atomic\" which benefits stability greatly in many games with little performance penalty.");
constQStringvblank_rate=tr("Adjusts the frequency of vertical blanking signals that the emulator sends.\nAffects timing of events which rely on these signals.");
constQStringvblank_ntsc_fixup=tr("Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz.\nKnown to fix the rhythm game Space Channel 5 Part 2");
constQStringclocks_scale=tr("Changes the scale of emulated system time.\nAffects software which uses system time to calculate things such as dynamic timesteps.");
constQStringwake_up_delay=tr("Controls how much time it takes for RSX to start processing after waking up by the Cell processor.\nIncreasing wakeup delay improves stability, but very high values can lower RSX/GPU performance.\nIt is recommend to adjust this at 20µs to 40µs increments until the best value for optimal stability is reached.");
constQStringvulkan_async_scheduler=tr("Determines how to schedule GPU async compute jobs when using asynchronous streaming.\nUse 'Safe' mode for more spec compliant behavior at the cost of some CPU overhead. This setting works with all devices.\nUse 'Fast' to use a faster but hacky version. This option is internally disabled for NVIDIA GPUs due to causing GPU hangs.");
constQStringallow_host_labels=tr("Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.");
constQStringdisable_msl_fast_math=tr("Disables Fast Math for MSL shaders, which may violate the IEEE 754 standard.\nDisabling it may fix some artefacts especially on Apple GPUs, at the cost of performance.");
constQStringmvk_software_vksemaphore=tr("Emulates VkSemaphore purely in software instead of using MTLEvent/MTLFence.\nEnabling this might fix artefacts caused by synchronization issues, but can cause tearing and usually has a very high performance cost.\nMainly affects Apple GPUs when running the emulator using Rosetta.");
constQStringaudio_out=tr("Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option.\nXAudio2 uses native Windows sounds system, is the next best alternative.");
constQStringaudio_out_linux=tr("Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option.\nIf it's not available, FAudio could be used instead.");
constQStringaudio_dump=tr("Saves all audio as a raw wave file. If unsure, leave this unchecked.");
constQStringconvert=tr("Uses 16-bit audio samples instead of default 32-bit floating point.\nUse with buggy audio drivers if you have no sound or completely broken sound.");
constQStringaudio_format=tr("Determines the sound format.\nConfigure this setting if you want to switch between stereo and surround sound.\nChanging these values requires a restart of the game.\nThe manual setting will use your selected formats while the automatic setting will let the game choose from all available formats.");
constQStringaudio_buffer_duration=tr("Target buffer duration in milliseconds.\nHigher values make the buffering algorithm's job easier, but may introduce noticeable audio latency.");
constQStringenable_time_stretching=tr("Enables time stretching - requires buffering to be enabled.\nReduces crackle/stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs.");
constQStringtime_stretching_threshold=tr("Buffer fill level (in percentage) below which time stretching will start.");
constQStringmicrophone=tr("Standard should be used for most games.\nSingStar emulates a SingStar device and should be used with SingStar games.\nReal SingStar should only be used with a REAL SingStar device with SingStar games.\nRocksmith should be used with a Rocksmith dongle.");
constQStringppu_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.");
constQStringppu_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.");
constQStringspu_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.");
constQStringspu_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.");
constQStringxfloat=tr("Control 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 Dynamic or LLVM.");
constQStringenable_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.");
constQStringspu_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.");
constQStringenable_tsx=tr("Enable usage of TSX instructions.\nNeeds to be forced on some Haswell or Broadwell CPUs or CPUs with the TSX-FA instruction set.\nForcing TSX in these cases may lead to system and performance instability, use it with caution.");
constQStringspu_block_size=tr("This option controls the SPU analyser, particularly the size of compiled units. The Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size.\nUse the Safe mode for maximum compatibility.");
constQStringpreferred_spu_threads=tr("Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls.\nSetting this to a smaller value might improve performance and reduce stuttering in some games.\nLeave this on auto if performance is negatively affected when setting a small value.");
constQStringfull_width_avx512=tr("Enables the use of code with full width AVX-512.\nThis code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.\nNote that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.");
constQStringaccurate_dfma=tr("Use accurate double-precision FMA instructions in PPU and SPU backends.\nWhile disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.\nYou shouldn't disable it if your CPU supports FMA.");
constQStringaccurate_ppusat=tr("Accurately set Saturation Bit values in PPU backends.\nIf unsure, do not modify this setting.");
constQStringaccurate_ppunj=tr("Respect Non-Java Mode Bit values for vector ops in PPU backends.\nIf unsure, do not modify this setting.");
constQStringfixup_ppuvnan=tr("Fixup NaN results in vector instructions in PPU backends.\nIf unsure, do not modify this setting.");
constQStringaccurate_ppuvnan=tr("Accurately set NaN results in vector instructions in PPU backends.\nIf unsure, do not modify this setting.");
constQStringaccurate_ppufpcc=tr("Accurately set FPCC Bits in PPU backends.\nIf unsure, do not modify this setting.");
constQStringset_daz_and_ftz=tr("Sets special MXCSR flags to debug errors in SSE operations.\nOnly used in PPU thread when it's not precise.\nOnly useful to developers.\nNever use this.");
constQStringaccurate_cache_line_stores=tr("Accurately processes PPU DCBZ instruction.\nIn addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.");
constQStringmfc_delay_command=tr("Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.\nMust be used with either SPU interpreters currently.\nSeverely degrades performance! If unsure, don't use this option.");
constQStringhook_static_functions=tr("Allows to hook some functions like 'memcpy' replacing them with high-level implementations. May do nothing or break things. Experimental.");
constQStringrenderdoc_compatibility=tr("Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.\nAlso allows vulkan to use debug markers for nicer Renderdoc captures.\nIf unsure, don't use this option.");
constQStringforce_high_pz=tr("Only useful when debugging differences in GPU hardware.\nNot necessary for average users.\nIf unsure, don't use this option.");
constQStringdebug_output=tr("Enables the selected API's inbuilt debugging functionality.\nWill cause severe performance degradation especially with Vulkan.\nOnly useful to developers.\nIf unsure, don't use this option.");
constQStringdebug_overlay=tr("Provides a graphical overlay of various debugging information.\nIf unsure, don't use this option.");
constQStringlog_shader_programs=tr("Dump game shaders to file. Only useful to developers.\nIf unsure, don't use this option.");
constQStringdisable_occlusion_queries=tr("Disables running occlusion queries. Minor to moderate performance boost.\nMight introduce issues with broken occlusion e.g missing geometry and extreme pop-in.");
constQStringdisable_video_output=tr("Disables all video output and PS3 graphical rendering.\nIts only use case is to evaluate performance on CELL for development.");
constQStringforce_cpu_blit_emulation=tr("Forces emulation of all blit and image manipulation operations on the CPU.\nRequires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics.\nSignificantly degrades performance but is more accurate in some cases.\nThis setting overrides the 'GPU texture scaling' option.");
constQStringdisable_vulkan_mem_allocator=tr("Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.");
constQStringdisable_fifo_reordering=tr("Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.");
constQStringgpu_texture_scaling=tr("Force all texture transfer, scaling and conversion operations on the GPU.\nMay cause texture corruption in some cases.");
constQStringstrict_texture_flushing=tr("Forces texture flushing even in situations where it is not necessary/correct. Known to cause visual artifacts, but useful for debugging certain texture cache issues.");
constQStringaccurate_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.");
constQStringnum_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.");
constQStringstart_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.");
constQStringprevent_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.");
constQStringgame_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.");
constQStringresize_on_boot=tr("Automatically resizes the game window on boot.\nThis does not change the internal game resolution.");
constQStringshow_trophy_popups=tr("Show trophy pop-ups when a trophy is unlocked.");
constQStringdisable_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).");
constQStringdisable_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.");
constQStringmax_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.");
constQStringuse_native_interface=tr("Enables use of native HUD within the game window that can interact with game controllers.\nWhen disabled, regular Qt dialogs are used instead.\nCurrently, the on-screen keyboard only supports the English key layout.");
constQStringperf_overlay_update_interval=tr("Sets the time interval in which the performance overlay is being updated (measured in milliseconds).\nSetting this to 16 milliseconds will refresh the performance overlay at roughly 60Hz.\nThe performance overlay refresh rate does not affect the frame graph statistics and can only be as fast as the current game allows.");
constQStringperf_overlay_font_size=tr("Sets the font size of the performance overlay (measured in pixels).");
constQStringperf_overlay_opacity=tr("Sets the opacity of the performance overlay (measured in %).");
constQStringperf_overlay_margin_x=tr("Sets the horizontal distance to the screen border relative to the screen quadrant (measured in pixels).");
constQStringperf_overlay_margin_y=tr("Sets the vertical distance to the screen border relative to the screen quadrant (measured in pixels).");
constQStringperf_overlay_center_x=tr("Centers the performance overlay horizontally and overrides the horizontal margin.");
constQStringperf_overlay_center_y=tr("Centers the performance overlay vertically and overrides the vertical margin.");
constQStringshader_load_bg_enabled=tr("Shows a background image during the native shader loading dialog/loading screen.\nBy default the used image will be <gamedir>/PS3_GAME/PIC1.PNG or <gamedir>/PS3_GAME/PIC0.PNG.");
constQStringshader_load_bg_darkening=tr("Changes the background image darkening effect strength of the native shader loading dialog.\nThis may be used to improve readability and/or aesthetics.");
constQStringshader_load_bg_blur=tr("Changes the background image blur effect strength of the native shader loading dialog.\nThis may be used to improve readability and/or aesthetics.");
// gpu
constQStringrenderer=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.");
constQStringresolution=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.");
constQStringframe_limit=tr("Off is the fastest option.\nUsing the frame limiter will add extra overhead and slow down the game. However, some games will crash if the frame rate is too high.\nPS3 native should only be used if Auto is not working correctly as it can introduce frame-pacing issues.\nInfinite adds a positive feedback loop which adds another vblank signal per frame allowing more games to be fps limitless.");
constQStringanti_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.");
constQStringanisotropic_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.");
constQStringresolution_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.\nValues below 100% will usually not improve performance.");
constQStringminimum_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.");
constQStringdump_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.");
constQStringvsync=tr("By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.");
constQStringstrict_rendering_mode=tr("Enforces strict compliance to the API specification.\nMight result in degraded performance in some games.\nCan resolve rare cases of missing graphics and flickering.\nIf unsure, don't use this option.");
constQStringdisable_vertex_cache=tr("Disables the vertex cache.\nMight resolve missing or flickering graphics output.\nMay degrade performance.");
constQStringstretch_to_display_area=tr("Overrides the aspect ratio and stretches the image to the full display area.");
constQStringmultithreaded_rsx=tr("Offloads some RSX operations to a secondary thread.\nImproves performance for high-core processors.\nMay cause slowdown in weaker CPUs due to the extra worker thread load.");
constQStringlegacy_shader_recompiler=tr("Disables asynchronous shader compilation.\nFixes missing graphics while shaders are compiling but introduces severe stuttering or lag.\nUse this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.");
constQStringasync_shader_recompiler=tr("This is the recommended option.\nIf a shader is not found in the cache, nothing will be rendered for this shader until it has compiled.\nYou may experience graphics pop-in.");
constQStringasync_with_shader_interpreter=tr("Hybrid rendering mode.\nIf a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.");
constQStringshader_interpreter_only=tr("All rendering is handled by the interpreter with no attempt to compile native shaders.\nThis mode is very slow and experimental.");
constQStringshader_compiler_threads=tr("Number of threads to use for the shader compiler backend.\nOnly has an impact when shader mode is set to one of the asynchronous modes.");
constQStringasync_texture_streaming=tr("Stream textures to GPU in parallel with 3D rendering using asynchronous compute.\nCan improve performance on more powerful GPUs that have spare headroom.\nOnly works with Vulkan renderer and greatly benefits from having MTRSX enabled if you have a capable CPU.");
constQStringforce_disable_exclusive_fullscreen_mode=tr("Forces borderless windowed mode for all fullscreen windows. Disables exclusive fullscreen graphics driver optimizations.\nUse when you wish to stream using Vulkan or if your screen goes dim using HDR.\nNote: RPCS3 does not use HDR at all.");
constQStringfsr_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.");
constQStringfsr_rcas_strength=tr("Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts.");
constQStringlog_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.");
constQStringtty_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.");
constQStringcheck_update_start=tr("Checks if an update is available on startup and asks if you want to update.\nIf \"Automatic\" is selected, the update will run automatically without user confirmation.\nIf \"Background\" is selected, the check is done silently in the background and a new download option is shown in the top right corner of the menu if a new version was found.");
constQStringuse_rich_presence=tr("Enables use of Discord Rich Presence to show what game you are playing on Discord.\nRequires a restart of RPCS3 to completely close the connection.");
constQStringdiscord_state=tr("Tell your friends what you are doing.");
constQStringcustom_colors=tr("Prioritize custom user interface colors over properties set in stylesheet.");
constQStringuuid=tr("This is the ID used for hardware statistics.\nIt should only be reset if you change your hardware configuration or if you copied RPCS3 to another PC.");
constQStringpad_mode=tr("Single-threaded: All pad handlers run on the same thread sequentially.\nMulti-threaded: Each pad handler has its own thread.\nOnly use multi-threaded if you can spare the extra threads.");
constQStringmusic_handler=tr("Currently only used for cellMusic emulation.\nSelect Qt to use the default output device of your operating system.\nThis may not be able to play all audio formats.");
constQStringbuzz=tr("Buzz! support.\nSelect 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.\nSelect Null if the game has support for DualShock or if you have real Buzz! controllers.");
constQStringturntable=tr("DJ Hero Turntable controller support.\nSelect 1 or 2 controllers if the game requires DJ Hero Turntable controllers and you don't have real turntable controllers.\nSelect Null if the game has support for DualShock or if you have real turntable controllers.\nA real turntable controller can be used at the same time as an emulated turntable controller.");
constQStringghltar=tr("Guitar Hero Live (GHL) Guitar controller support.\nSelect 1 or 2 controllers if the game requires GHL Guitar controllers and you don't have real guitar controllers.\nSelect Null if the game has support for DualShock or if you have real guitar controllers.\nA real guitar controller can be used at the same time as an emulated guitar controller.");
constQStringsystem_language=tr("Some games may fail to boot if the system language is not available in the game itself.\nOther games will switch language automatically to what is selected here.\nIt is recommended leaving this on a language supported by the game.");
constQStringkeyboard_type=tr("Sets the used keyboard layout.\nCurrently only US, Japanese and German layouts are fully supported at this moment.");
constQStringenter_button_assignment=tr("The button used for enter/accept/confirm in system dialogs.\nChange this to use the Circle button instead, which is the default configuration on Japanese systems and in many Japanese games.\nIn these cases having the cross button assigned can often lead to confusion.");
constQStringlimit_cache_size=tr("Automatically removes older files from disk cache on boot if it grows larger than the specified value.\nGames can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage.\n\nThis setting is only available in the global configuration.");
constQStringconsole_time_offset=tr("Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.\nCan be reset to current wallclock time by clicking \"Set to Now\".");
constQStringkeyboard=tr("While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended.<br>To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction.");
constQStringds3_windows=tr("In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a href=\"https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration\">RPCS3 Wiki</a> for instructions.");
constQStringds3_linux=tr("In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href=\"https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration\">RPCS3 Wiki</a> for instructions.");
constQStringds3_other=tr("The DualShock 3 handler is recommended for official DualShock 3 controllers.");
constQStringds4_windows=tr("If you have any issues with the DualShock 4 handler, it might be caused by third-party tools such as DS4Windows. It's recommended that you disable them while using this handler.");
constQStringds4_linux=tr("In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href=\"https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration\">RPCS3 Wiki</a> for instructions.");
constQStringxinput=tr("The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a href=\"https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration\">RPCS3 Wiki</a>.");
constQStringevdev=tr("The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a href=\"https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration\">RPCS3 Wiki</a> for instructions.");
constQStringmmjoy=tr("The MMJoystick handler should work with almost any controller recognized by Windows. However, it is recommended that you use the more specific handlers if you have a controller that supports them.");
constQStringpressure_intensity=tr("Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Use the percentage to change how hard you want to press a button.");
constQStringsquircle_factor=tr("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. You can use the squircle values to modify the stick input if your sticks can't reach the corners of that range. A value of 0 does not apply any so called squircling. A value of 8000 is usually recommended.");
constQStringstick_multiplier=tr("The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input.");
constQStringstick_deadzones=tr("A stick's deadzone determines how far the stick has to be moved until it is fully recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. Movement inside the deadzone is actually simulated as a real DualShock 3's deadzone of ~13%, so don't worry if there is still movement shown in the emulated stick preview.");
constQStringvibration=tr("The PS3 activates two motors (large and small) to handle controller vibrations.<br>You can enable, disable or even switch these signals for the currently selected pad here.");
constQStringemulated_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.");
constQStringtrigger_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.");
constQStringstick_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.");
constQStringmouse_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).");
constQStringmouse_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.");
constQStringmouse_movement=tr("The mouse movement mode determines how the mouse movement is translated to pad input.<br>Use the relative mode for traditional mouse movement.<br>Use the absolute mode to use the mouse's distance to the center of the screen as input value.");