diff --git a/qt/translations/rpcs3_zh_CN.qm b/qt/translations/rpcs3_zh_CN.qm index 24345ed..8f06269 100644 Binary files a/qt/translations/rpcs3_zh_CN.qm and b/qt/translations/rpcs3_zh_CN.qm differ diff --git a/qt/translations/rpcs3_zh_CN.ts b/qt/translations/rpcs3_zh_CN.ts index ac4c075..417b96c 100644 --- a/qt/translations/rpcs3_zh_CN.ts +++ b/qt/translations/rpcs3_zh_CN.ts @@ -1197,42 +1197,51 @@ Currently, the on-screen keyboard only supports the English key layout. 目前在荧幕上的键盘仅支援英文按键布局。 - + + When enabled, opening the home menu will also pause emulation. +While most games pause themselves while the home menu is shown, some do not. +In that case it can be helpful to pause the emulation whenever the home menu is open. + 启用后,开启主选单也会暂停仿真。 +虽然大多数游戏会在显示主选单时自动暂停,但有些游戏不会。 +在这种情况下,每当主选单开启时暂停仿真会很有帮助。 + + + Enables or disables the performance overlay. 启用或停用效能覆盖。 - + Enables or disables the framerate graph. 启用或停用框率图。 - + Enables or disables the frametime graph. 启用或停用框时间图。 - + Sets the amount of datapoints used in the framerate graph. 设定框率图中使用的资料点数量。 - + Sets the amount of datapoints used in the frametime graph. 设定框时间图中使用的资料点数量。 - + Sets the on-screen position (quadrant) of the performance overlay. 设定效能覆盖在画面上的方位 (象限)。 - + Controls the amount of information displayed on the performance overlay. 控制显示在效能覆盖上的讯息数量。 - + Sets the time interval in which the performance overlay is being updated (measured in milliseconds). Setting this to 16 milliseconds will refresh the performance overlay at roughly 60Hz. The performance overlay refresh rate does not affect the frame graph statistics and can only be as fast as the current game allows. @@ -1241,65 +1250,65 @@ The performance overlay refresh rate does not affect the frame graph statistics 效能覆盖更新率不会影响框率图统计,并且只能与当前游戏所允许的速度一样快。 - + Sets the font size of the performance overlay (measured in pixels). 设定效能覆盖上的字型大小 (以像素为单位)。 - + Sets the opacity of the performance overlay (measured in %). 设定效能覆盖上的不透明度 (计量 %)。 - + Sets the horizontal distance to the screen border relative to the screen quadrant (measured in pixels). 设定在画面象限的画面边框相对的水平距离 (以像素为单位)。 - + Sets the vertical distance to the screen border relative to the screen quadrant (measured in pixels). 设定在画面象限的画面边框相对的垂直距离 (以像素为单位)。 - + Centers the performance overlay horizontally and overrides the horizontal margin. 水平置中效能覆盖并覆盖水平边距。 - + Centers the performance overlay vertically and overrides the vertical margin. 垂直置中效能覆盖并覆盖垂直边距。 - + Shows a background image during the native shader loading dialog/loading screen. By default the used image will be <gamedir>/PS3_GAME/PIC1.PNG or <gamedir>/PS3_GAME/PIC0.PNG. 在本体着色器读取讯息框中读取画面期间显示背景图片。 预设情况下,使用的图片将是 <gamedir>/PS3_GAME/PIC1.PNG 或 <gamedir>/PS3_GAME/PIC0.PNG。 - + Changes the background image darkening effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本体着色器读取讯息框中的背景图片变暗效果的强度。 这可以用于提高辨识度及美观性。 - + Changes the background image blur effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本体着色器读取讯息框中的背景图片模糊效果的强度。 这可以用于提高辨识度及美观性。 - + Vulkan is the fastest renderer. OpenGL is the most accurate renderer. If unsure, use Vulkan. Should you have any compatibility issues, fall back to OpenGL. Vulkan 是最快速的渲染器。 OpenGL 是最准确的渲染器。 如果不确定,请使用 Vulkan。 如果您有任何相容性问题,请回到 OpenGL。 - + This setting will be ignored if the Resolution Scale is set to anything other than 100%! Leave this on 1280x720. Every PS3 game is compatible with this resolution. Only use 1920x1080 if the game supports it. @@ -1314,19 +1323,19 @@ Rarely due to emulation bugs some games will only render at low resolutions like 较低的解析度可能工作,但不实用,然而很少会出于仿真的错误,一些游戏只能在低解析度 (480p) 下呈现。 - + On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL. 在多 GPU 系统上使用 Vulkan 时,于 RPCS3 中将使用哪个 GPU。 当使用 OpenGL 则无需求。 - + Leave this on 16:9 unless you have a 4:3 monitor. 请保持 16:9,除非有 4:3 显示器。 - + Off is the fastest option. Using the frame limiter will add extra overhead and slow down the game. However, some games will crash if the frame rate is too high. PS3 native should only be used if Auto is not working correctly as it can introduce frame-pacing issues. @@ -1341,7 +1350,7 @@ PS3 native should only be used if Auto is not working correctly as it can introd “无限”增加了一个正回馈回路,每框增加另一个 vblank 信号,从而使更多游戏的 FPS 无限。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1350,7 +1359,7 @@ Low to moderate performance hit depending on your GPU hardware. 根据您的 GPU 硬体效能低至中等。 - + Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources. Modern GPUs can handle this setting just fine, even at 16x. Keep this on Automatic if you want to use the original setting used by a real PS3. @@ -1362,7 +1371,7 @@ Keep this on Automatic if you want to use the original setting used by a real PS 使用真正的 PS3 原始设定,将此保持为“自动”。 - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1373,7 +1382,7 @@ Values below 100% will usually not improve performance. 低于 100% 的值通常不会提高效能。 - + Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. If unsure, don't change this option. @@ -1385,7 +1394,7 @@ Do not touch this setting if you are unsure. 如果您不确定,请不要碰此设定。 - + Enable this option if you get missing graphics or broken lighting ingame. Might degrade performance and introduce stuttering in some cases. Required for Demon's Souls. @@ -1394,12 +1403,12 @@ Required for Demon's Souls. 如有需求的游戏“Demon's Souls”。 - + By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game. 关掉可能会获得高框速,但会损失游戏中的器物。 - + Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. @@ -1410,7 +1419,7 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance. @@ -1419,12 +1428,12 @@ May degrade performance. 可能会降低效能。 - + Overrides the aspect ratio and stretches the image to the full display area. 覆盖“宽高比”并将图像延伸到完整显示区域。 - + Offloads some RSX operations to a secondary thread. Improves performance for high-core processors. May cause slowdown in weaker CPUs due to the extra worker thread load. @@ -1436,7 +1445,7 @@ May cause slowdown in some situations due to the extra worker thread load. - + Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports. @@ -1445,7 +1454,7 @@ Use this if you do not want to deal with graphics pop-in, or for testing before 不想处理图形弹出视窗或在提交任何错误报告之前进行测试,请使用此选项。 - + This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in. @@ -1454,33 +1463,33 @@ You may experience graphics pop-in. 您可能会遇到图形弹出视窗。 - + Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled. 混合渲染模式。 如果在快取中找不到着色,则将使用直译器来渲染此着色的近似图形,直到编译完成为止。 - + All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental. 所有渲染均由直译器处理,而无需尝试编译本体着色。 此模式非常慢且处于实验状态。 - + Number of threads to use for the shader compiler backend. Only has an impact when shader mode is set to one of the asynchronous modes. 用于着色器编译后端的执行绪数。 仅在着色器模式设定为非同步模式之一时才有影响。 - + Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker. 控制着色器产生的精度等级。 低精度会根据硬体产生更快的代码,但有时会产生微量的视觉故障或闪烁。 - + Stream textures to GPU in parallel with 3D rendering using asynchronous compute. Can improve performance on more powerful GPUs that have spare headroom. Only works with Vulkan renderer and greatly benefits from having MTRSX enabled if you have a capable CPU. @@ -1492,7 +1501,7 @@ Only works with Vulkan renderer. 仅适用于 Vulkan 渲染器,如果您有一个功能强大的 CPU,则启用 MTRSX 将会大大受益。 - + Controls which fullscreen mode RPCS3 requests from drivers when using Vulkan renderer. Automatic will let the driver choose an appropriate mode, while the other options will hint the drivers on whether they should use exclusive or borderless fullscreen. Using Prefer borderless fullscreen option can help if you have issues with streaming RPCS3 gameplay or if your system incorrectly enables HDR mode when using fullscreen. @@ -1501,7 +1510,7 @@ Using Prefer borderless fullscreen option can help if you have issues with strea 如果您在流式传输 RPCS3 游戏时遇到问题,或者您的系统在使用全荧幕时错误地启用 HDR 模式,则使用“首选无框全荧幕”选项会有所帮助。 - + Final image filtering. Nearest applies no filtering, Bilinear smooths the image, and FidelityFX Super Resolution enhances upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. FidelityFX can cause visual artifacts. @@ -1516,13 +1525,13 @@ FidelityFX 将引起视觉假影。 FidelityFX 目前不适用于立体 3D 输出。 - + Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts. Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artefacts. 控制 FidelityFX 超解析度应用的锐化强度。 较高的值将提供更清晰的输出,但可能会引入假影。 - + Changes Texture sampling accuracy. (Small changes have a big effect.) Avoid using values outside the range of -12 to +12 if you're unsure. -3 to +3 is plenty for most usecases @@ -1531,7 +1540,7 @@ Avoid using values outside the range of -12 to +12 if you're unsure. -3 到 +3 对于大多数用例来说已经足够了 - + Sets the maximum amount of blocks that the log can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1540,7 +1549,7 @@ Set 0 in order to remove the limit. 设置为 0 以解除限制。 - + Sets the maximum amount of blocks that the TTY can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1552,49 +1561,49 @@ Set 0 in order to remove the limit. 设置为 0 以解除限制。 - + Changes the overall look of RPCS3. Choose a stylesheet and click Apply to change between styles. 更改 RPCS3 的整体外观。 选择一个“风格”并点击“套用”风格之间切换。 - + Shows the initial welcome screen upon starting RPCS3. 显示启动 RPCS3 时的初始欢迎画面。 - + Shows a confirmation dialog when the game window is being closed. 关闭游戏视窗时显示确定讯息。 - + Shows a confirmation dialog when a game was booted while another game is running. 当另一项游戏正启动执行时显示确定讯息。 - + Shows a dialog when packages were installed successfully. 成功安装软体时显示讯息。 - + Shows a dialog when firmware was installed successfully. 成功安装韧体后显示讯息。 - + Shows a dialog when obsolete settings were found. 发现过时的设定时显示讯息。 - + Shows a dialog in the game pad configuration when the same button was assigned twice. 当同一按钮被指派两次时,在游戏控制器组态中显示讯息。 - + Checks if an update is available on startup and asks if you want to update. If "Automatic" is selected, the update will run automatically without user confirmation. If "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. @@ -1605,31 +1614,31 @@ If "Background" is selected, the check is done silently in the backgro 如选择了"后台"将在后台静默进行检查,若发现新版本,则主选单的右上角将显示一个新的下载选项。 - + Enables use of Discord Rich Presence to show what game you are playing on Discord. Requires a restart of RPCS3 to completely close the connection. 允许使用 Discord Rich Presence 在 Discord 上显示你玩的游戏。 需要重新启动 RPCS3 才能完全关闭连线。 - + Tell your friends what you are doing. 告知你的朋友你在做什么。 - + Prioritize custom user interface colors over properties set in stylesheet. 根据“风格”中设定的属性确定自订使用者介面色彩。 - + This is the ID used for hardware statistics. It should only be reset if you change your hardware configuration or if you copied RPCS3 to another PC. 这是用于硬体统计的 ID。 仅当变更硬体组态或将 RPCS3 复制到另一台 PC 时,才需要将其重设。 - + Single-threaded: All pad handlers run on the same thread sequentially. Multi-threaded: Each pad handler has its own thread. Only use multi-threaded if you can spare the extra threads. @@ -1638,21 +1647,21 @@ Only use multi-threaded if you can spare the extra threads. 如果可以腾出多余的执行绪,请仅使用多执行绪。 - + Some games support native keyboard input. Basic will work in these cases. 一些游戏支援本体键盘输入。 “基本”将在这些情况下运作。 - + Some games support native mouse input. Basic will work in these cases. 一些游戏支援本体滑鼠输入。 “基本”将在这些情况下运作。 - + Currently only used for cellMusic emulation. Select Qt to use the default output device of your operating system. This may not be able to play all audio formats. @@ -1661,28 +1670,28 @@ This may not be able to play all audio formats. 这可能无法播放所有音讯格式。 - + Select Qt Camera to use the default camera device of your operating system. 选择 Qt 相机以使用当前系统的预设相机装置。 - + Depending on the game, you may need to select a specific camera type. Camera support is not implemented, leave this on unknown. 根据游戏,您可能需要选择特定的相机类型。 - + Flips the camera image either horizontally, vertically, or on both axis. 水平、垂直或在两个轴上翻转相机影像。 - + Select the camera that you want to use during gameplay. 选择您要在游戏过程中使用的相机。 - + PlayStation Move support. Fake: Experimental! This maps Move controls to DS3 controller mappings. Mouse: Emulate PSMove with Mouse handler. @@ -1691,7 +1700,7 @@ Mouse: Emulate PSMove with Mouse handler. 滑鼠: 使用滑鼠处理程序模拟 PSMove。 - + Buzz! support. Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers. Select Null if the game has support for DualShock or if you have real Buzz! controllers. @@ -1700,7 +1709,7 @@ Select Null if the game has support for DualShock or if you have real Buzz! cont 如果游戏支援 DualShock 或您拥有真实的 Buzz! 控制器,则选择“ 空 ”。 - + DJ Hero Turntable controller support. Select 1 or 2 controllers if the game requires DJ Hero Turntable controllers and you don't have real turntable controllers. Select Null if the game has support for DualShock or if you have real turntable controllers. @@ -1711,7 +1720,7 @@ A real turntable controller can be used at the same time as an emulated turntabl 真实的转盘控制器可以与模拟转盘控制器同时使用。 - + Guitar Hero Live (GHL) Guitar controller support. Select 1 or 2 controllers if the game requires GHL Guitar controllers and you don't have real guitar controllers. Select Null if the game has support for DualShock or if you have real guitar controllers. @@ -1722,53 +1731,53 @@ A real guitar controller can be used at the same time as an emulated guitar cont 真实的吉他控制器可以与模拟吉他控制器同时使用。 - + Allows pad and keyboard input while the game window is unfocused. 在游戏视窗未聚焦时允许 PAD 和键盘输入。 - + Shows the raw position of the PS Move input. This can be very helpful during calibration screens. 显示 PS Move 输入的原始位置。 这在校准画面期间非常实用。 - + If set to Connected, RPCS3 will allow programs to use your internet connection. 如果设置为连结,RPCS3 将允许程式使用网际网路连结。 - + If set to Simulated, RPCS3 will fake PSN connection as best as it can. 如果设置为模拟, 则 RPCS3 将尽可能地伪造 PSN 连结。 - + DNS used to resolve hostnames by applications. DNS used to resolve hostnames by applications DNS 用于解析主机名的应用程式。 - + DNS Swap List. DNS Swap List DNS 调换清单。 - + Interface IP Address to bind to. 要连结的介面 IP 位址。 - + The console region defines the license area of the PS3. Depending on the license area, some games may not work. 控制台区域定义了 PS3 授权区域。 根据授权的区域,某些游戏可能无法正常工作。 - + Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. It is recommended leaving this on a language supported by the game. @@ -1777,7 +1786,7 @@ It is recommended leaving this on a language supported by the game. 建议选择游戏所支援的语言。 - + Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported at this moment. Sets the used keyboard layout. @@ -1786,7 +1795,7 @@ Currently only US, Japanese and German layouts are fully supported at this momen 目前仅支援美国、日本和德国布局。 - + The button used for enter/accept/confirm in system dialogs. Change this to use the Circle button instead, which is the default configuration on Japanese systems and in many Japanese games. In these cases having the cross button assigned can often lead to confusion. @@ -1798,14 +1807,14 @@ In these cases having the cross button assigned can often lead to confusion. - + Required for some Homebrew. If unsure, don't use this option. 一些自制有需求。 如果不确定,请勿使用此选项。 - + Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. @@ -1818,154 +1827,154 @@ Games can use the cache folder to temporarily store data outside of system memor 此设定仅在全局组态中可用。 - + Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time. Can be reset to current wallclock time by clicking "Set to Now". 设定控制台中要使用的时间。 这将应用跟踪挂钟时间的偏移量。 可以透过点击 "设定为现在" 将其重设为当前的挂钟时间。 - + This controller is disabled and will appear as disconnected to software. Choose another handler to enable it. 此控制器已停用并显示与软体断开。 选择其它处理程序以启用它。 - + This port is currently assigned to a custom controller by the application and can't be changed. 此连接埠当前由应用程序指派给自订控制器且无法更改。 - + 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. While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended. 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. 虽然可以在 RPCS3 中使用键盘当作 PAD,但强烈建议使用实际控制器。<br>如需映射滑鼠移动到按钮或摇杆,点击触发所需的按钮再次按住滑鼠拖曳到某个方向。 - + 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. In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first. See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. 要使用“DualShock 3”处理程序,首先需要安装官方的 DualShock 3 驱动程式。<br>请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 - + 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. In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller. See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. 为了使用“DualShock 3”处理程序,您可能需要新增 udev 规则以使 RPCS3 存取控制器。<br>请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a>的说明。 - + The DualShock 3 handler is recommended for official DualShock 3 controllers. “DualShock 3”处理程序建议使用官方的 DualShock 3 控制器。 - + 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. 如果“DualShock 4”处理程序出现任何问题,则可能是由 DS4Windows 等第三方工具引起的。 建议在使用此处理程序时停用它。 - + 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. In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller. See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. 为了使用“ DualShock 4”处理程序,您可能需要新增 udev 规则以使 RPCS3 存取控制器。<br>请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 - + The DualShock 4 handler is recommended for official DualShock 4 controllers. 对于官方的 DualShock 4 控制器,建议使用“DualShock 4”处理程序。 - + The DualSense handler is recommended for official DualSense controllers. The DualSense handler is recommended for official DualSense controllers.<br><br>Battery settings are not supported yet. 对于官方的 DualSense 控制器,建议使用“DualSense”处理程序。 - + 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>. “XInput”处理程序将可用于 Xbox 控制器以及大多第三方 PC 相容控制器。 将 SCP 的 XInput1_3.dll 放在 RPCS3 主目录中时,将支援 SCP 的感应式按钮。 关于更多详细资讯,请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a>。 - + 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. The evdev handler should work with any controller that has linux support. 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. “evdev”处理程序应工作于任何 Linux 支援的控制器。<br>如果摇杆未正确居中,请阅读 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的相关说明。 - + 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. “MMJoystick”处理程序应该适用于所有 Windows 识别的控制器。 但是,如果您有支援的控制器,建议使用特定的处理程序。 - + The SDL handler supports a variety of controllers across different platforms. SDL 处理程序支持跨不同平台的各种控制器。 - + 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. 控制按下此特殊按钮时压力感应按钮的强度。<br>使用百分比来更改您想要按下按钮的力度。 - + 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. 实际“ DualShock 3”摇杆范围不是圆形的,而是形成一个圆角正方形 (或方圆形),表示模拟摇杆的最大范围。 如果您的摇杆无法达到该范围的角落,则可以使用“方圆形值”来修改摇杆输入。 值为 0 不会应用于任何的方圆形。 通常建议值为 8000。 - + The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input. “摇杆倍增器”可用于更改摇杆移动的灵敏度。<br>预设设定为 1 代表正常输入。 - + 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. “摇杆盲区”判定了摇杆被移动的距离可被游戏完全识别。产生的范围将被投射到整个输入范围内,以便给你一个流畅的体验。 盲区内部的移动实际上被模拟为真实的 “DualShock 3 ”盲区,约为 13%,因此不必担心在模拟“摇杆预览”中是否仍显示移动。 - + 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. PS3 启动两个马达 (大与小) 以处理控制器的振动。<br>您可以在此处启用,禁用甚至切换这些讯号以用于当前选定的控制器。 - + Use this to configure the gamepad motion controls. 可用来设置游戏手把动态控制器。 - + 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. “摇杆预览”中模拟的摇杆值 (红点) 代表实际的摇杆位置,因为它们在游戏中可见。 实际的“DualShock 3”摇杆范围不是圆形的,而是形成一个圆角正方形 (或方圆形),表示模拟摇杆的最大范围。 蓝色常规点表示原始摇杆值 (包括摇杆倍增器),在转换为游戏中使用之前。 - + 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. 盲区判定触发移动的距离,直到游戏将其识别为止。 产生的范围将被投射到整个输入范围内,以便给你一个流畅的体验。 - + 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. With keyboards you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore when a key is pressed the stick will jump to the maximum value of the chosen direction immediately. 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. 使用键盘时,您不可避免地会受到 8 个方向的限制 (4 个直线 + 4 个对角线)。 此外,当按下一个键时,摇杆将立即跳至所选方向的最大值。 “摇杆插值”可以透过平滑这些方向变更来解决这两个问题。 数值越低,时间越长,必须按住按键或达到最大范围松开。 - + 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). 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). 滑鼠盲区代表游戏在 x 轴及 y 轴上的盲区。 游戏通常会强制执行自己的盲区,以过滤些微的摇杆移动。 其结果是,因为它依赖于直接的反应滑鼠的输入感观。 您可以在游戏过程中临时更改这些值,以找出游戏的最佳值 ( Alt + T 及 Alt + Y 为 x,Alt + U 及 Alt + I 为 y )。 - + 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. 滑鼠加速可用于放大滑鼠在 x 和 y 轴上的移动。 如果在玩游戏时滑鼠移动过慢,请增加这些值。 您可以在游戏过程中临时变更这些值,以找出最佳值 ( Alt + G 及 Alt + H 为 x , Alt + J 及 Alt + K 为 y )。 请记住,现今的滑鼠通常提供不同的模式和设定,这些模式和设定也可用于变更滑鼠的移动速度。 - + 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. 滑鼠移动模式决定了滑鼠移动如何转换为 PAD 输入。<br>对传统滑鼠移动使用“相对”模式。<br>使用“绝对”模式将滑鼠指标到荧幕中心的距离用作输入值。 @@ -4850,33 +4859,33 @@ Notes: gs_frame - + Recording saved: %0 录制已储存: %0 - - + + Recording not possible 无法录制 - + Recording started 录制开始 - + Screenshot saved: %0 已储存荧幕截图: %0 - + Exit Game? 结束游戏? - + Do you really want to exit the game?<br><br>Any unsaved progress will be lost!<br> 你真的想要离开游戏吗?<br><br>任何未储存的进度都将失去!<br> @@ -4884,12 +4893,12 @@ Notes: gui_application - + Warning 警告 - + The current limit of maximum file descriptors is too low. Some games will crash. @@ -6188,26 +6197,51 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st + Home Menu + 主選單 + + + + Exit Game + 結束遊戲 + + + + Resume Game + 遊戲繼續 + + + + Take Screenshot + 截圖 + + + + Start/Stop Recording + 開始/停止錄製 + + + Press and hold the START button to resume 按住 START 按鈕繼續 - + Resuming...! 繼續...! - + The PS3 application has likely crashed, you can close it. PS3 應用程式可能已崩潰,您可以將其關閉。 - + Invalid 無效 - + Unknown 未知 @@ -6587,8 +6621,8 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - + + Pause 暂停 @@ -6923,63 +6957,63 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - + + + Restart 重启 - + HDD Games 硬碟游戏 - + Disc Games 光碟游戏 - + PS1 Games PS1 游戏 - + PS2 Games PS2 游戏 - + PSP Games PSP 游戏 - + Home Home - + Audio/Video 音乐/影视 - + Game Data 游戏资料 - + Unknown 未知 @@ -7051,7 +7085,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - + Other 其它 @@ -7258,20 +7292,20 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - - - + + + + + Play %0 游戏 %0 - - - - + + + + Play 游戏 @@ -7627,49 +7661,49 @@ Please wait... 韧体安装失败: 无法解压缩韧体 - + All Binaries (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN files (*.bin *.BIN);;SELF files (*.self *.SELF);;SPRX files (*.sprx *.SPRX);;SDAT/EDAT files (*.sdat *.SDAT *.edat *.EDAT);;All files (*.*) 全部二进位 (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN 档案 (*.bin *.BIN);;SELF 档案 (*.self *.SELF);;SPRX 档案 (*.sprx *.SPRX);;SDAT/EDAT 档案 (*.sdat *.SDAT *.edat *.EDAT);;全部档案 (*.*) - + Select Disc Game Folder 选取光碟游戏资料夹 - + Failed to insert disc 插入光碟失败 - + Make sure that the emulation is running and that the selected path belongs to a valid disc game. 确定仿真正在运作并且所选路径属于有效的光碟游戏。 - + Select rpcs3.log or config.yml 选取 rpcs3.log 或 config.yml - + Failed to open file 无法开启档案 - + The file could not be opened: %0 档案无法开启: %0 - + The auto-updater isn't available for your OS currently. 自动更新程序目前不适用于您的作业系统。 - + PARAM.SFO Information PARAM.SFO 资讯 @@ -7813,65 +7847,65 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof 已成功安装 PS3 韧体与 LLE 模组! - + Select binary files 选择二进位档案 - + Hint: KLIC (KLicense key) is a 16-byte long string. (32 hexadecimal characters) And is logged with some sceNpDrm* functions when the game/application which owns "%0" is running. 提示: KLIC (KLicense key) 是一个 16 位元组长的字串。 (32 十六进位字元) 所有 "%0" 的游戏以及应用程序正在执行时,并使用某些 sceNpDrm* 功能进行记录。 - + Enter KLIC of %0 输入 %0 的 KLIC - + Decryption failed with provided KLIC. %0 提供的 KLIC 解密失败。 %0 - + Hexadecimal only. 仅十六进位。 - - - - - + + + + + Restart %0 重启 %0 - - + + Pause %0 暂停 %0 - - + + Stop %0 停止 %0 - - - + + + Resume %0 继续 %0 - - + + &Pause 暂停(&P) @@ -7903,42 +7937,42 @@ And is logged with some sceNpDrm* functions when the game/application which owns 全部 TAR 档案 (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;全部档案 (*.*) - - - + + + &Resume 继续(&E) - - + + &Play 游戏(&P) - - - + + + Ctrl+%1 Ctrl+%1 - + Select a folder containing one or more games 选择包含单个或数个游戏资料夹 - + Log or Config files (*.log *.txt *.yml);;Log files (*.log);;Config Files (*.yml);;Text Files (*.txt);;All files (*.*) 日志或组态档案 (*.log *.txt *.yml);;日志档案 (*.log);;组态档案 (*.yml);;文字档案 (*.txt);;全部档案 (*.*) - + Weird file! 不明档案! - + This file seems to have an unexpected type: %0 @@ -7949,37 +7983,37 @@ Check anyway? 仍要检查? - + Auto-updater 自动更新 - + Cache Cleared 快取已清除 - + Disk cache was cleared successfully 磁碟快取已成功清除 - + Error 错误 - + Could not remove disk cache 无法删除磁碟快取 - + Confirm Removal 确认删除 - + Remove firmware cache? 删除韧体快取? @@ -10043,9 +10077,9 @@ No graphics will be rendered. - - - + + + Description 描述 @@ -10057,9 +10091,9 @@ No graphics will be rendered. - - - + + + Point your mouse at an option to display a description in here. @@ -10072,7 +10106,7 @@ No graphics will be rendered. - + GPU GPU @@ -10148,8 +10182,8 @@ No graphics will be rendered. - - + + Reset 重设 @@ -10512,7 +10546,7 @@ No graphics will be rendered. - + Core 核心 @@ -10728,415 +10762,420 @@ No graphics will be rendered. 显示着色编译提示 - + + Pause emulation during home menu + 在主选单期间暂停仿真 + + + Max LLVM Compile Threads 最大 LLVM 编译执行绪 - + Viewport 视区 - + Ignore doubleclicks for Fullscreen 忽略双击全荧幕 - + Ignore keyboard hotkeys 忽略键盘快速键 - + Show mouse cursor in Fullscreen Show mouse cursor in Fullscreen 全荧幕显示滑鼠指标 - + Lock mouse cursor in Fullscreen 全荧幕锁定滑鼠指标 - + Hide mouse cursor if idle 如果闲置则隐藏滑鼠指标 - + ms 毫秒 - + Resize game window on boot 启动时调整游戏视窗 - + Resize manually 手动调整大小 - + Width 宽度 - + Height 高度 - + Shader Loading Screen 着色器读取画面 - + Allow custom background 允许自订背景 - + Background darkening: 背景变暗: - + Background blur: 背景模糊: - + Game Window Title 游戏视窗标题 - + Reset the game window title to default 将游戏视窗标题重设为预设 - + Edit the game window title 编辑游戏视窗标题 - + Edit 编辑 - + Performance Overlay 效能覆盖 - + Enable performance overlay 启用效能覆盖 - + Show framerate graph 显示框率图 - + Show frametime graph 显示框时间图 - + Detail Level: 详细程度: - + Position: 方位: - + Horizontal Margin: 水平边距: - - + + Centered 中心 - + Vertical Margin: 垂直边距: - + Update Interval: 更新间隔: - + Font Size: 字型大小: - + Opacity: 不透明度: - + Framerate datapoints: 框率资料点: - + Frametime datapoints: 框时间资料点: - + GUI GUI - + UI Stylesheets UI 风格 - + Apply 套用 - + UI Colors UI 色彩 - + Use custom UI Colors 使用自订 UI 色彩 - + Gamelist icons 游戏清单图示 - + Save manager icons 储存管理器图示 - + Trophy manager icons 奖杯管理器图示 - + Log 日志 - + Maximum log blocks 最大 LOG 区段 - + Maximum TTY blocks 最大 TTY 区段 - + UI Options UI 选项 - + Show Welcome Screen 显示欢迎画面 - + Show Exit Game Dialog 显示结束游戏讯息 - + Show Boot Game Dialog 显示启动游戏讯息 - + Show PKG Installation Dialog 显示 PKG 安装讯息 - + Show PUP Installation Dialog 显示 PUP 安装讯息 - + Show Obsolete Settings Dialog 显示过时设定讯息 - + Show Duplicate Buttons Dialog 显示重复按钮讯息 - + Check for updates on startup 启动时检查更新 - + Discord Discord - + Use Discord Rich Presence 使用 Discord Rich Presence - + Discord Status: Discord 状态: - + Installation ID 装置 ID - + UUID-placeholder UUID 预留位置 - + Create new ID 建立新的 ID - + Debug 侦错 - + Debug Output 侦错输出 - + Debug Overlay 侦错覆盖 - + Log Shader Programs 着色器程序日志 - + Use High Precision Z-buffer 使用高精度 Z 缓冲 - + Disable ZCull Occlusion Queries 停用 ZCull 遮挡查询 - + Disable Video Output 停用视讯输出 - + Force CPU blit emulation 强制 CPU 位块传输仿真 - + Disable Vulkan Memory Allocator 停用 Vulkan 记忆体分配器 - + Disable FIFO Reordering 停用 FIFO 重新排序 - + Strict Texture Flushing 精确纹理清理 - + Use GPU Texture Scaling 使用 GPU 纹理缩放 - + PPU Debug PPU 侦错器 - + SPU Debug SPU 侦错器 - + MFC Debug MFC 侦错器 - + Set DAZ and FTZ 设定 DAZ 与 FTZ - + Accurate GETLLAR 准确的 GETLLAR - + Accurate SPU DMA Accurate PUTLLUC 准确的 SPU DMA - + Enable Performance Report 启用效能报告 - + Accurate PPU 128 Reservations 准确的 PPU 128 预留区 - + PPU Thread Count PPU 执行绪数 - + LOD Bias Offset LOD 偏置偏移 @@ -11181,17 +11220,17 @@ No graphics will be rendered. 准确的 PPU 浮点数条件控制 - + Renderdoc Compatibility Mode Renderdoc 相容模式 - + Accurate Cache Line Stores 准确的快取列储存 - + Hook static functions 挂钩静态函数 @@ -11476,121 +11515,121 @@ Each option heavily depends on the game and on your CPU, it's recommended t 全部 (%1) - + Update Interval: %0 ms Performance overlay update interval 更新间隔: %0 毫秒 - + Font Size: %0 px Performance overlay font size 字型大小: %0 像素 - + Opacity: %0 % Performance overlay opacity 不透明度: %0 % - + Framerate datapoints: %0 Framerate graph datapoints 框率资料点: %0 - + Frametime datapoints: %0 Frametime graph datapoints 框时间资料点: %0 - + Background darkening: %0 % Shader load background darkening 背景变暗: %0 % - + Background blur: %0 % Shader load background blur 背景模糊: %0 % - + px Performance overlay margin x 像素 - + px Performance overlay margin y 像素 - + My Game Game window title 我的游戏 - + GPU Model Game window title GPU 型号 - + CPU Model Game window title CPU 型号 - + Thread Count Game window title 执行绪数 - + System Memory Game window title 系统记忆体 - + Framerate Game window title 框速 - + Renderer Game window title 渲染 - + Title Game window title 标题 - + Title ID Game window title 标题 ID - + RPCS3 Version Game window title RPCS3 版本 - + Glossary: %0 @@ -11608,94 +11647,94 @@ Preview: - + Game Window Title Format Game window title 游戏视窗标题格式 - + Error 错误 - + Failed to create new installation ID! 无法建立新的装置 ID! - + Yes Updates - + Background Updates 后台 - + Automatic Updates 自动 - + No Updates - + Choose gamelist icon color Settings: color dialog 选择游戏清单图示色彩 - + Choose save manager icon color Settings: color dialog 选择储存管理器图示色彩 - + Choose trophy manager icon color Settings: color dialog 选择奖杯管理器图示色彩 - + Always Enabled Accurate PPU 128 Reservations 始终启用 - + Disabled Accurate PPU 128 Reservations 停用 - + None Stylesheets - + Default (Bright) Stylesheets 预设 (明亮) - + Remove obsolete settings? 删除过时的设定? - + Your config file contains one or more obsolete entries.<br>Consider that a removal might render them invalid for other versions of RPCS3.<br><br>Do you wish to let the program remove them for you now?<br>This change will only be final when you save the config. 您的组态档案包含一个或多个过时的项目。<br>考虑到修正后可能使得 RPCS3 的其它版本无效。<br><br>想让程式为你修正吗?<br>当您储存设定时,此更改将会是最终决定。 diff --git a/qt/translations/rpcs3_zh_TW.qm b/qt/translations/rpcs3_zh_TW.qm index b3e9478..55f1261 100644 Binary files a/qt/translations/rpcs3_zh_TW.qm and b/qt/translations/rpcs3_zh_TW.qm differ diff --git a/qt/translations/rpcs3_zh_TW.ts b/qt/translations/rpcs3_zh_TW.ts index 690e8e5..32ff2a2 100644 --- a/qt/translations/rpcs3_zh_TW.ts +++ b/qt/translations/rpcs3_zh_TW.ts @@ -1197,42 +1197,51 @@ Currently, the on-screen keyboard only supports the English key layout. 目前在螢幕上的鍵盤僅支援英文按鍵布局。 - + + When enabled, opening the home menu will also pause emulation. +While most games pause themselves while the home menu is shown, some do not. +In that case it can be helpful to pause the emulation whenever the home menu is open. + 啟用後,開啟主選單也會暫停仿真。 +雖然大多數遊戲會在顯示主選單時自動暫停,但有些遊戲不會。 +在這種情況下,每當主選單開啟時暫停仿真會很有幫助。 + + + Enables or disables the performance overlay. 啟用或停用效能覆蓋。 - + Enables or disables the framerate graph. 啟用或停用框率圖。 - + Enables or disables the frametime graph. 啟用或停用框時間圖。 - + Sets the amount of datapoints used in the framerate graph. 設定框率圖中使用的資料點數量。 - + Sets the amount of datapoints used in the frametime graph. 設定框時間圖中使用的資料點數量。 - + Sets the on-screen position (quadrant) of the performance overlay. 設定效能覆蓋在畫面上的方位 (象限)。 - + Controls the amount of information displayed on the performance overlay. 控制顯示在效能覆蓋上的訊息數量。 - + Sets the time interval in which the performance overlay is being updated (measured in milliseconds). Setting this to 16 milliseconds will refresh the performance overlay at roughly 60Hz. The performance overlay refresh rate does not affect the frame graph statistics and can only be as fast as the current game allows. @@ -1241,65 +1250,65 @@ The performance overlay refresh rate does not affect the frame graph statistics 效能覆蓋更新率不會影響框率圖統計,並且只能與當前遊戲所允許的速度一樣快。 - + Sets the font size of the performance overlay (measured in pixels). 設定效能覆蓋上的字型大小 (以像素為單位)。 - + Sets the opacity of the performance overlay (measured in %). 設定效能覆蓋上的不透明度 (計量 %)。 - + Sets the horizontal distance to the screen border relative to the screen quadrant (measured in pixels). 設定在畫面象限的畫面邊框相對的水平距離 (以像素為單位)。 - + Sets the vertical distance to the screen border relative to the screen quadrant (measured in pixels). 設定在畫面象限的畫面邊框相對的垂直距離 (以像素為單位)。 - + Centers the performance overlay horizontally and overrides the horizontal margin. 水平置中效能覆蓋並覆蓋水平邊距。 - + Centers the performance overlay vertically and overrides the vertical margin. 垂直置中效能覆蓋並覆蓋垂直邊距。 - + Shows a background image during the native shader loading dialog/loading screen. By default the used image will be <gamedir>/PS3_GAME/PIC1.PNG or <gamedir>/PS3_GAME/PIC0.PNG. 在本體著色器讀取訊息框中讀取畫面期間顯示背景圖片。 預設情況下,使用的圖片將是 <gamedir>/PS3_GAME/PIC1.PNG 或 <gamedir>/PS3_GAME/PIC0.PNG。 - + Changes the background image darkening effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本體著色器讀取訊息框中的背景圖片變暗效果的強度。 這可以用於提高辨識度及美觀性。 - + Changes the background image blur effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本體著色器讀取訊息框中的背景圖片模糊效果的強度。 這可以用於提高辨識度及美觀性。 - + Vulkan is the fastest renderer. OpenGL is the most accurate renderer. If unsure, use Vulkan. Should you have any compatibility issues, fall back to OpenGL. Vulkan 是最快速的渲染器。 OpenGL 是最準確的渲染器。 如果不確定,請使用 Vulkan。 如果您有任何相容性問題,請回到 OpenGL。 - + This setting will be ignored if the Resolution Scale is set to anything other than 100%! Leave this on 1280x720. Every PS3 game is compatible with this resolution. Only use 1920x1080 if the game supports it. @@ -1314,19 +1323,19 @@ Rarely due to emulation bugs some games will only render at low resolutions like 較低的解析度可能工作,但不實用,然而很少會出於仿真的錯誤,一些遊戲只能在低解析度 (480p) 下呈現。 - + On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL. 在多 GPU 系統上使用 Vulkan 時,於 RPCS3 中將使用哪個 GPU。 當使用 OpenGL 則無需求。 - + Leave this on 16:9 unless you have a 4:3 monitor. 請保持 16:9,除非有 4:3 顯示器。 - + Off is the fastest option. Using the frame limiter will add extra overhead and slow down the game. However, some games will crash if the frame rate is too high. PS3 native should only be used if Auto is not working correctly as it can introduce frame-pacing issues. @@ -1341,7 +1350,7 @@ PS3 native should only be used if Auto is not working correctly as it can introd 「無限」增加了一個正回饋迴路,每框增加另一個 vblank 信號,從而使更多遊戲的 FPS 無限。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1350,7 +1359,7 @@ Low to moderate performance hit depending on your GPU hardware. 根據您的 GPU 硬體效能低至中等。 - + Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources. Modern GPUs can handle this setting just fine, even at 16x. Keep this on Automatic if you want to use the original setting used by a real PS3. @@ -1362,7 +1371,7 @@ Keep this on Automatic if you want to use the original setting used by a real PS 使用真正的 PS3 原始設定,將此保持為「自動」。 - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1373,7 +1382,7 @@ Values below 100% will usually not improve performance. 低於 100% 的值通常不會提高效能。 - + Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. If unsure, don't change this option. @@ -1385,7 +1394,7 @@ Do not touch this setting if you are unsure. 如果您不確定,請不要碰此設定。 - + Enable this option if you get missing graphics or broken lighting ingame. Might degrade performance and introduce stuttering in some cases. Required for Demon's Souls. @@ -1394,12 +1403,12 @@ Required for Demon's Souls. 如有需求的遊戲「Demon's Souls」。 - + By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game. 關掉可能會獲得高框速,但會損失遊戲中的器物。 - + Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. @@ -1410,7 +1419,7 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance. @@ -1419,12 +1428,12 @@ May degrade performance. 可能會降低效能。 - + Overrides the aspect ratio and stretches the image to the full display area. 覆蓋「寬高比」並將圖像延伸到完整顯示區域。 - + Offloads some RSX operations to a secondary thread. Improves performance for high-core processors. May cause slowdown in weaker CPUs due to the extra worker thread load. @@ -1436,7 +1445,7 @@ May cause slowdown in some situations due to the extra worker thread load. - + Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports. @@ -1445,7 +1454,7 @@ Use this if you do not want to deal with graphics pop-in, or for testing before 不想處理圖形彈出視窗或在提交任何錯誤報告之前進行測試,請使用此選項。 - + This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in. @@ -1454,33 +1463,33 @@ You may experience graphics pop-in. 您可能會遇到圖形彈出視窗。 - + Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled. 混合渲染模式。 如果在快取中找不到著色,則將使用直譯器來渲染此著色的近似圖形,直到編譯完成為止。 - + All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental. 所有渲染均由直譯器處理,而無需嘗試編譯本體著色。 此模式非常慢且處於實驗狀態。 - + Number of threads to use for the shader compiler backend. Only has an impact when shader mode is set to one of the asynchronous modes. 用於著色器編譯後端的執行緒數。 僅在著色器模式設定為非同步模式之一時才有影響。 - + Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker. 控制著色器產生的精度等級。 低精度會根據硬體產生更快的代碼,但有時會產生微量的視覺故障或閃爍。 - + Stream textures to GPU in parallel with 3D rendering using asynchronous compute. Can improve performance on more powerful GPUs that have spare headroom. Only works with Vulkan renderer and greatly benefits from having MTRSX enabled if you have a capable CPU. @@ -1492,7 +1501,7 @@ Only works with Vulkan renderer. 僅適用於 Vulkan 渲染器,如果您有一個功能強大的 CPU,則啟用 MTRSX 將會大大受益。 - + Controls which fullscreen mode RPCS3 requests from drivers when using Vulkan renderer. Automatic will let the driver choose an appropriate mode, while the other options will hint the drivers on whether they should use exclusive or borderless fullscreen. Using Prefer borderless fullscreen option can help if you have issues with streaming RPCS3 gameplay or if your system incorrectly enables HDR mode when using fullscreen. @@ -1501,7 +1510,7 @@ Using Prefer borderless fullscreen option can help if you have issues with strea 如果您在流式傳輸 RPCS3 遊戲時遇到問題,或者您的系統在使用全螢幕時錯誤地啟用 HDR 模式,則使用「首選無框全螢幕」選項會有所幫助。 - + Final image filtering. Nearest applies no filtering, Bilinear smooths the image, and FidelityFX Super Resolution enhances upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. FidelityFX can cause visual artifacts. @@ -1516,13 +1525,13 @@ FidelityFX 將引起視覺假影。 FidelityFX 目前不適用於立體 3D 輸出。 - + Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts. Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artefacts. 控制 FidelityFX 超解析度應用的銳化強度。 較高的值將提供更清晰的輸出,但可能會引入假影。 - + Changes Texture sampling accuracy. (Small changes have a big effect.) Avoid using values outside the range of -12 to +12 if you're unsure. -3 to +3 is plenty for most usecases @@ -1531,7 +1540,7 @@ Avoid using values outside the range of -12 to +12 if you're unsure. -3 到 +3 對於大多數用例來說已經足夠了 - + Sets the maximum amount of blocks that the log can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1540,7 +1549,7 @@ Set 0 in order to remove the limit. 設置為 0 以解除限制。 - + Sets the maximum amount of blocks that the TTY can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1552,49 +1561,49 @@ Set 0 in order to remove the limit. 設置為 0 以解除限制。 - + Changes the overall look of RPCS3. Choose a stylesheet and click Apply to change between styles. 更改 RPCS3 的整體外觀。 選擇一個「風格」並點擊「套用」風格之間切換。 - + Shows the initial welcome screen upon starting RPCS3. 顯示啟動 RPCS3 時的初始歡迎畫面。 - + Shows a confirmation dialog when the game window is being closed. 關閉遊戲視窗時顯示確定訊息。 - + Shows a confirmation dialog when a game was booted while another game is running. 當另一項遊戲正啟動執行時顯示確定訊息。 - + Shows a dialog when packages were installed successfully. 成功安裝軟體時顯示訊息。 - + Shows a dialog when firmware was installed successfully. 成功安裝韌體後顯示訊息。 - + Shows a dialog when obsolete settings were found. 發現過時的設定時顯示訊息。 - + Shows a dialog in the game pad configuration when the same button was assigned twice. 當同一按鈕被指派兩次時,在遊戲控制器組態中顯示訊息。 - + Checks if an update is available on startup and asks if you want to update. If "Automatic" is selected, the update will run automatically without user confirmation. If "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. @@ -1605,31 +1614,31 @@ If "Background" is selected, the check is done silently in the backgro 如選擇了"後台"將在後台靜默進行檢查,若發現新版本,則主選單的右上角將顯示一個新的下載選項。 - + Enables use of Discord Rich Presence to show what game you are playing on Discord. Requires a restart of RPCS3 to completely close the connection. 允許使用 Discord Rich Presence 在 Discord 上顯示你玩的遊戲。 需要重新啟動 RPCS3 才能完全關閉連線。 - + Tell your friends what you are doing. 告知你的朋友你在做什麼。 - + Prioritize custom user interface colors over properties set in stylesheet. 根據「風格」中設定的屬性確定自訂使用者介面色彩。 - + This is the ID used for hardware statistics. It should only be reset if you change your hardware configuration or if you copied RPCS3 to another PC. 這是用於硬體統計的 ID。 僅當變更硬體組態或將 RPCS3 複製到另一台 PC 時,才需要將其重設。 - + Single-threaded: All pad handlers run on the same thread sequentially. Multi-threaded: Each pad handler has its own thread. Only use multi-threaded if you can spare the extra threads. @@ -1638,21 +1647,21 @@ Only use multi-threaded if you can spare the extra threads. 如果可以騰出多餘的執行緒,請僅使用多執行緒。 - + Some games support native keyboard input. Basic will work in these cases. 一些遊戲支援本體鍵盤輸入。 「基本」將在這些情況下運作。 - + Some games support native mouse input. Basic will work in these cases. 一些遊戲支援本體滑鼠輸入。 「基本」將在這些情況下運作。 - + Currently only used for cellMusic emulation. Select Qt to use the default output device of your operating system. This may not be able to play all audio formats. @@ -1661,28 +1670,28 @@ This may not be able to play all audio formats. 這可能無法播放所有音訊格式。 - + Select Qt Camera to use the default camera device of your operating system. 選擇 Qt 相機以使用當前系統的預設相機裝置。 - + Depending on the game, you may need to select a specific camera type. Camera support is not implemented, leave this on unknown. 根據遊戲,您可能需要選擇特定的相機類型。 - + Flips the camera image either horizontally, vertically, or on both axis. 水平、垂直或在兩個軸上翻轉相機影像。 - + Select the camera that you want to use during gameplay. 選擇您要在遊戲過程中使用的相機。 - + PlayStation Move support. Fake: Experimental! This maps Move controls to DS3 controller mappings. Mouse: Emulate PSMove with Mouse handler. @@ -1691,7 +1700,7 @@ Mouse: Emulate PSMove with Mouse handler. 滑鼠: 使用滑鼠處理程序模擬 PSMove。 - + Buzz! support. Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers. Select Null if the game has support for DualShock or if you have real Buzz! controllers. @@ -1700,7 +1709,7 @@ Select Null if the game has support for DualShock or if you have real Buzz! cont 如果遊戲支援 DualShock 或您擁有真實的 Buzz! 控制器,則選擇「 空 」。 - + DJ Hero Turntable controller support. Select 1 or 2 controllers if the game requires DJ Hero Turntable controllers and you don't have real turntable controllers. Select Null if the game has support for DualShock or if you have real turntable controllers. @@ -1711,7 +1720,7 @@ A real turntable controller can be used at the same time as an emulated turntabl 真實的轉盤控制器可以與模擬轉盤控制器同時使用。 - + Guitar Hero Live (GHL) Guitar controller support. Select 1 or 2 controllers if the game requires GHL Guitar controllers and you don't have real guitar controllers. Select Null if the game has support for DualShock or if you have real guitar controllers. @@ -1722,53 +1731,53 @@ A real guitar controller can be used at the same time as an emulated guitar cont 真實的吉他控制器可以與模擬吉他控制器同時使用。 - + Allows pad and keyboard input while the game window is unfocused. 在遊戲視窗未聚焦時允許 PAD 和鍵盤輸入。 - + Shows the raw position of the PS Move input. This can be very helpful during calibration screens. 顯示 PS Move 輸入的原始位置。 這在校準畫面期間非常實用。 - + If set to Connected, RPCS3 will allow programs to use your internet connection. 如果設置為連結,RPCS3 將允許程式使用網際網路連結。 - + If set to Simulated, RPCS3 will fake PSN connection as best as it can. 如果設置為模擬, 則 RPCS3 將盡可能地偽造 PSN 連結。 - + DNS used to resolve hostnames by applications. DNS used to resolve hostnames by applications DNS 用於解析主機名的應用程式。 - + DNS Swap List. DNS Swap List DNS 調換清單。 - + Interface IP Address to bind to. 要連結的介面 IP 位址。 - + The console region defines the license area of the PS3. Depending on the license area, some games may not work. 控制台區域定義了 PS3 授權區域。 根據授權的區域,某些遊戲可能無法正常工作。 - + Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. It is recommended leaving this on a language supported by the game. @@ -1777,7 +1786,7 @@ It is recommended leaving this on a language supported by the game. 建議選擇遊戲所支援的語言。 - + Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported at this moment. Sets the used keyboard layout. @@ -1786,7 +1795,7 @@ Currently only US, Japanese and German layouts are fully supported at this momen 目前僅支援美國、日本和德國布局。 - + The button used for enter/accept/confirm in system dialogs. Change this to use the Circle button instead, which is the default configuration on Japanese systems and in many Japanese games. In these cases having the cross button assigned can often lead to confusion. @@ -1798,14 +1807,14 @@ In these cases having the cross button assigned can often lead to confusion. - + Required for some Homebrew. If unsure, don't use this option. 一些自製有需求。 如果不確定,請勿使用此選項。 - + Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. @@ -1818,154 +1827,154 @@ Games can use the cache folder to temporarily store data outside of system memor 此設定僅在全局組態中可用。 - + Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time. Can be reset to current wallclock time by clicking "Set to Now". 設定控制台中要使用的時間。 這將應用跟蹤掛鐘時間的偏移量。 可以透過點擊 "設定為現在" 將其重設為當前的掛鐘時間。 - + This controller is disabled and will appear as disconnected to software. Choose another handler to enable it. 此控制器已停用並顯示與軟體斷開。 選擇其它處理程序以啟用它。 - + This port is currently assigned to a custom controller by the application and can't be changed. 此連接埠當前由應用程序指派給自訂控制器且無法更改。 - + 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. While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended. 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. 雖然可以在 RPCS3 中使用鍵盤當作 PAD,但強烈建議使用實際控制器。<br>如需映射滑鼠移動到按鈕或搖桿,點擊觸發所需的按鈕再次按住滑鼠拖曳到某個方向。 - + 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. In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first. See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. 要使用「DualShock 3」處理程序,首先需要安裝官方的 DualShock 3 驅動程式。<br>請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 - + 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. In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller. See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. 為了使用「DualShock 3」處理程序,您可能需要新增 udev 規則以使 RPCS3 存取控制器。<br>請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a>的說明。 - + The DualShock 3 handler is recommended for official DualShock 3 controllers. 「DualShock 3」處理程序建議使用官方的 DualShock 3 控制器。 - + 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. 如果「DualShock 4」處理程序出現任何問題,則可能是由 DS4Windows 等第三方工具引起的。 建議在使用此處理程序時停用它。 - + 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. In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller. See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. 為了使用「 DualShock 4」處理程序,您可能需要新增 udev 規則以使 RPCS3 存取控制器。<br>請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 - + The DualShock 4 handler is recommended for official DualShock 4 controllers. 對於官方的 DualShock 4 控制器,建議使用「DualShock 4」處理程序。 - + The DualSense handler is recommended for official DualSense controllers. The DualSense handler is recommended for official DualSense controllers.<br><br>Battery settings are not supported yet. 對於官方的 DualSense 控制器,建議使用「DualSense」處理程序。 - + 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>. 「XInput」處理程序將可用於 Xbox 控制器以及大多第三方 PC 相容控制器。 將 SCP 的 XInput1_3.dll 放在 RPCS3 主目錄中時,將支援 SCP 的感應式按鈕。 關於更多詳細資訊,請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a>。 - + 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. The evdev handler should work with any controller that has linux support. 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. 「evdev」處理程序應工作於任何 Linux 支援的控制器。<br>如果搖桿未正確居中,請閱讀 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的相關說明。 - + 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. 「MMJoystick」處理程序應該適用於所有 Windows 識別的控制器。 但是,如果您有支援的控制器,建議使用特定的處理程序。 - + The SDL handler supports a variety of controllers across different platforms. SDL 處理程序支持跨不同平台的各種控制器。 - + 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. 控制按下此特殊按鈕時壓力感應按鈕的強度。<br>使用百分比來更改您想要按下按鈕的力度。 - + 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. 實際「 DualShock 3」搖桿範圍不是圓形的,而是形成一個圓角正方形 (或方圓形),表示模擬搖桿的最大範圍。 如果您的搖桿無法達到該範圍的角落,則可以使用「方圓形值」來修改搖桿輸入。 值為 0 不會應用於任何的方圓形。 通常建議值為 8000。 - + The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input. 「搖桿倍增器」可用於更改搖桿移動的靈敏度。<br>預設設定為 1 代表正常輸入。 - + 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. 「搖桿盲區」判定了搖桿被移動的距離可被遊戲完全識別。產生的範圍將被投射到整個輸入範圍內,以便給你一個流暢的體驗。 盲區內部的移動實際上被模擬為真實的 「DualShock 3 」盲區,約為 13%,因此不必擔心在模擬「搖桿預覽」中是否仍顯示移動。 - + 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. PS3 啟動兩個馬達 (大與小) 以處理控制器的振動。<br>您可以在此處啟用,禁用甚至切換這些訊號以用於當前選定的控制器。 - + Use this to configure the gamepad motion controls. 可用來設置遊戲手把動態控制器。 - + 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. 「搖桿預覽」中模擬的搖桿值 (紅點) 代表實際的搖桿位置,因為它們在遊戲中可見。 實際的「DualShock 3」搖桿範圍不是圓形的,而是形成一個圓角正方形 (或方圓形),表示模擬搖桿的最大範圍。 藍色常規點表示原始搖桿值 (包括搖桿倍增器),在轉換為遊戲中使用之前。 - + 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. 盲區判定觸發移動的距離,直到遊戲將其識別為止。 產生的範圍將被投射到整個輸入範圍內,以便給你一個流暢的體驗。 - + 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. With keyboards you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore when a key is pressed the stick will jump to the maximum value of the chosen direction immediately. 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. 使用鍵盤時,您不可避免地會受到 8 個方向的限制 (4 個直線 + 4 個對角線)。 此外,當按下一個鍵時,搖桿將立即跳至所選方向的最大值。 「搖桿插值」可以透過平滑這些方向變更來解決這兩個問題。 數值越低,時間越長,必須按住按鍵或達到最大範圍鬆開。 - + 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). 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). 滑鼠盲區代表遊戲在 x 軸及 y 軸上的盲區。 遊戲通常會強制執行自己的盲區,以過濾些微的搖桿移動。 其結果是,因為它依賴於直接的反應滑鼠的輸入感觀。 您可以在遊戲過程中臨時更改這些值,以找出遊戲的最佳值 ( Alt + T 及 Alt + Y 為 x,Alt + U 及 Alt + I 為 y )。 - + 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. 滑鼠加速可用於放大滑鼠在 x 和 y 軸上的移動。 如果在玩遊戲時滑鼠移動過慢,請增加這些值。 您可以在遊戲過程中臨時變更這些值,以找出最佳值 ( Alt + G 及 Alt + H 為 x , Alt + J 及 Alt + K 為 y )。 請記住,現今的滑鼠通常提供不同的模式和設定,這些模式和設定也可用於變更滑鼠的移動速度。 - + 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. 滑鼠移動模式決定了滑鼠移動如何轉換為 PAD 輸入。<br>對傳統滑鼠移動使用「相對」模式。<br>使用「絕對」模式將滑鼠指標到螢幕中心的距離用作輸入值。 @@ -4850,33 +4859,33 @@ Notes: gs_frame - + Recording saved: %0 錄製已儲存: %0 - - + + Recording not possible 無法錄製 - + Recording started 錄製開始 - + Screenshot saved: %0 已儲存螢幕截圖: %0 - + Exit Game? 結束遊戲? - + Do you really want to exit the game?<br><br>Any unsaved progress will be lost!<br> 你真的想要離開遊戲嗎?<br><br>任何未儲存的進度都將失去!<br> @@ -4884,12 +4893,12 @@ Notes: gui_application - + Warning 警告 - + The current limit of maximum file descriptors is too low. Some games will crash. @@ -6188,26 +6197,51 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st + Home Menu + 主選單 + + + + Exit Game + 結束遊戲 + + + + Resume Game + 遊戲繼續 + + + + Take Screenshot + 截圖 + + + + Start/Stop Recording + 開始/停止錄製 + + + Press and hold the START button to resume 按住 START 按鈕繼續 - + Resuming...! 繼續...! - + The PS3 application has likely crashed, you can close it. PS3 應用程式可能已崩潰,您可以將其關閉。 - + Invalid 無效 - + Unknown 未知 @@ -6587,8 +6621,8 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - + + Pause 暫停 @@ -6923,63 +6957,63 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - + + + Restart 重啟 - + HDD Games 硬碟遊戲 - + Disc Games 光碟遊戲 - + PS1 Games PS1 遊戲 - + PS2 Games PS2 遊戲 - + PSP Games PSP 遊戲 - + Home Home - + Audio/Video 音樂/影視 - + Game Data 遊戲資料 - + Unknown 未知 @@ -7051,7 +7085,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - + Other 其它 @@ -7258,20 +7292,20 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - - - + + + + + Play %0 遊戲 %0 - - - - + + + + Play 遊戲 @@ -7627,49 +7661,49 @@ Please wait... 韌體安裝失敗: 無法解壓縮韌體 - + All Binaries (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN files (*.bin *.BIN);;SELF files (*.self *.SELF);;SPRX files (*.sprx *.SPRX);;SDAT/EDAT files (*.sdat *.SDAT *.edat *.EDAT);;All files (*.*) 全部二進位 (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN 檔案 (*.bin *.BIN);;SELF 檔案 (*.self *.SELF);;SPRX 檔案 (*.sprx *.SPRX);;SDAT/EDAT 檔案 (*.sdat *.SDAT *.edat *.EDAT);;全部檔案 (*.*) - + Select Disc Game Folder 選取光碟遊戲資料夾 - + Failed to insert disc 插入光碟失敗 - + Make sure that the emulation is running and that the selected path belongs to a valid disc game. 確定仿真正在運作並且所選路徑屬於有效的光碟遊戲。 - + Select rpcs3.log or config.yml 選取 rpcs3.log 或 config.yml - + Failed to open file 無法開啟檔案 - + The file could not be opened: %0 檔案無法開啟: %0 - + The auto-updater isn't available for your OS currently. 自動更新程序目前不適用於您的作業系統。 - + PARAM.SFO Information PARAM.SFO 資訊 @@ -7813,65 +7847,65 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof 已成功安裝 PS3 韌體與 LLE 模組! - + Select binary files 選擇二進位檔案 - + Hint: KLIC (KLicense key) is a 16-byte long string. (32 hexadecimal characters) And is logged with some sceNpDrm* functions when the game/application which owns "%0" is running. 提示: KLIC (KLicense key) 是一個 16 位元組長的字串。 (32 十六進位字元) 所有 "%0" 的遊戲以及應用程序正在執行時,並使用某些 sceNpDrm* 功能進行記錄。 - + Enter KLIC of %0 輸入 %0 的 KLIC - + Decryption failed with provided KLIC. %0 提供的 KLIC 解密失敗。 %0 - + Hexadecimal only. 僅十六進位。 - - - - - + + + + + Restart %0 重啟 %0 - - + + Pause %0 暫停 %0 - - + + Stop %0 停止 %0 - - - + + + Resume %0 繼續 %0 - - + + &Pause 暫停(&P) @@ -7903,42 +7937,42 @@ And is logged with some sceNpDrm* functions when the game/application which owns 全部 TAR 檔案 (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;全部檔案 (*.*) - - - + + + &Resume 繼續(&E) - - + + &Play 遊戲(&P) - - - + + + Ctrl+%1 Ctrl+%1 - + Select a folder containing one or more games 選擇包含單個或數個遊戲資料夾 - + Log or Config files (*.log *.txt *.yml);;Log files (*.log);;Config Files (*.yml);;Text Files (*.txt);;All files (*.*) 日誌或組態檔案 (*.log *.txt *.yml);;日誌檔案 (*.log);;組態檔案 (*.yml);;文字檔案 (*.txt);;全部檔案 (*.*) - + Weird file! 不明檔案! - + This file seems to have an unexpected type: %0 @@ -7949,37 +7983,37 @@ Check anyway? 仍要檢查? - + Auto-updater 自動更新 - + Cache Cleared 快取已清除 - + Disk cache was cleared successfully 磁碟快取已成功清除 - + Error 錯誤 - + Could not remove disk cache 無法刪除磁碟快取 - + Confirm Removal 確認刪除 - + Remove firmware cache? 刪除韌體快取? @@ -10043,9 +10077,9 @@ No graphics will be rendered. - - - + + + Description 描述 @@ -10057,9 +10091,9 @@ No graphics will be rendered. - - - + + + Point your mouse at an option to display a description in here. @@ -10072,7 +10106,7 @@ No graphics will be rendered. - + GPU GPU @@ -10148,8 +10182,8 @@ No graphics will be rendered. - - + + Reset 重設 @@ -10512,7 +10546,7 @@ No graphics will be rendered. - + Core 核心 @@ -10728,415 +10762,420 @@ No graphics will be rendered. 顯示著色編譯提示 - + + Pause emulation during home menu + 在主選單期間暫停仿真 + + + Max LLVM Compile Threads 最大 LLVM 編譯執行緒 - + Viewport 視區 - + Ignore doubleclicks for Fullscreen 忽略雙擊全螢幕 - + Ignore keyboard hotkeys 忽略鍵盤快速鍵 - + Show mouse cursor in Fullscreen Show mouse cursor in Fullscreen 全螢幕顯示滑鼠指標 - + Lock mouse cursor in Fullscreen 全螢幕鎖定滑鼠指標 - + Hide mouse cursor if idle 如果閒置則隱藏滑鼠指標 - + ms 毫秒 - + Resize game window on boot 啟動時調整遊戲視窗 - + Resize manually 手動調整大小 - + Width 寬度 - + Height 高度 - + Shader Loading Screen 著色器讀取畫面 - + Allow custom background 允許自訂背景 - + Background darkening: 背景變暗: - + Background blur: 背景模糊: - + Game Window Title 遊戲視窗標題 - + Reset the game window title to default 將游戲視窗標題重設為預設 - + Edit the game window title 編輯遊戲視窗標題 - + Edit 編輯 - + Performance Overlay 效能覆蓋 - + Enable performance overlay 啟用效能覆蓋 - + Show framerate graph 顯示框率圖 - + Show frametime graph 顯示框時間圖 - + Detail Level: 詳細程度: - + Position: 方位: - + Horizontal Margin: 水平邊距: - - + + Centered 中心 - + Vertical Margin: 垂直邊距: - + Update Interval: 更新間隔: - + Font Size: 字型大小: - + Opacity: 不透明度: - + Framerate datapoints: 框率資料點: - + Frametime datapoints: 框時間資料點: - + GUI GUI - + UI Stylesheets UI 風格 - + Apply 套用 - + UI Colors UI 色彩 - + Use custom UI Colors 使用自訂 UI 色彩 - + Gamelist icons 遊戲清單圖示 - + Save manager icons 儲存管理器圖示 - + Trophy manager icons 獎盃管理器圖示 - + Log 日誌 - + Maximum log blocks 最大 LOG 區段 - + Maximum TTY blocks 最大 TTY 區段 - + UI Options UI 選項 - + Show Welcome Screen 顯示歡迎畫面 - + Show Exit Game Dialog 顯示結束遊戲訊息 - + Show Boot Game Dialog 顯示啟動遊戲訊息 - + Show PKG Installation Dialog 顯示 PKG 安裝訊息 - + Show PUP Installation Dialog 顯示 PUP 安裝訊息 - + Show Obsolete Settings Dialog 顯示過時設定訊息 - + Show Duplicate Buttons Dialog 顯示重複按鈕訊息 - + Check for updates on startup 啟動時檢查更新 - + Discord Discord - + Use Discord Rich Presence 使用 Discord Rich Presence - + Discord Status: Discord 狀態: - + Installation ID 裝置 ID - + UUID-placeholder UUID 預留位置 - + Create new ID 建立新的 ID - + Debug 偵錯 - + Debug Output 偵錯輸出 - + Debug Overlay 偵錯覆蓋 - + Log Shader Programs 著色器程序日誌 - + Use High Precision Z-buffer 使用高精度 Z 緩衝 - + Disable ZCull Occlusion Queries 停用 ZCull 遮擋查詢 - + Disable Video Output 停用視訊輸出 - + Force CPU blit emulation 強制 CPU 位塊傳輸仿真 - + Disable Vulkan Memory Allocator 停用 Vulkan 記憶體分配器 - + Disable FIFO Reordering 停用 FIFO 重新排序 - + Strict Texture Flushing 精確紋理清理 - + Use GPU Texture Scaling 使用 GPU 紋理縮放 - + PPU Debug PPU 偵錯器 - + SPU Debug SPU 偵錯器 - + MFC Debug MFC 偵錯器 - + Set DAZ and FTZ 設定 DAZ 與 FTZ - + Accurate GETLLAR 準確的 GETLLAR - + Accurate SPU DMA Accurate PUTLLUC 準確的 SPU DMA - + Enable Performance Report 啟用效能報告 - + Accurate PPU 128 Reservations 準確的 PPU 128 預留區 - + PPU Thread Count PPU 執行緒數 - + LOD Bias Offset LOD 偏置偏移 @@ -11181,17 +11220,17 @@ No graphics will be rendered. 準確的 PPU 浮點數條件控制 - + Renderdoc Compatibility Mode Renderdoc 相容模式 - + Accurate Cache Line Stores 準確的快取列儲存 - + Hook static functions 掛鉤靜態函數 @@ -11476,121 +11515,121 @@ Each option heavily depends on the game and on your CPU, it's recommended t 全部 (%1) - + Update Interval: %0 ms Performance overlay update interval 更新間隔: %0 毫秒 - + Font Size: %0 px Performance overlay font size 字型大小: %0 像素 - + Opacity: %0 % Performance overlay opacity 不透明度: %0 % - + Framerate datapoints: %0 Framerate graph datapoints 框率資料點: %0 - + Frametime datapoints: %0 Frametime graph datapoints 框時間資料點: %0 - + Background darkening: %0 % Shader load background darkening 背景變暗: %0 % - + Background blur: %0 % Shader load background blur 背景模糊: %0 % - + px Performance overlay margin x 像素 - + px Performance overlay margin y 像素 - + My Game Game window title 我的遊戲 - + GPU Model Game window title GPU 型號 - + CPU Model Game window title CPU 型號 - + Thread Count Game window title 執行緒數 - + System Memory Game window title 系統記憶體 - + Framerate Game window title 框速 - + Renderer Game window title 渲染 - + Title Game window title 標題 - + Title ID Game window title 標題 ID - + RPCS3 Version Game window title RPCS3 版本 - + Glossary: %0 @@ -11608,94 +11647,94 @@ Preview: - + Game Window Title Format Game window title 遊戲視窗標題格式 - + Error 錯誤 - + Failed to create new installation ID! 無法建立新的裝置 ID! - + Yes Updates - + Background Updates 後台 - + Automatic Updates 自動 - + No Updates - + Choose gamelist icon color Settings: color dialog 選擇遊戲清單圖示色彩 - + Choose save manager icon color Settings: color dialog 選擇儲存管理器圖示色彩 - + Choose trophy manager icon color Settings: color dialog 選擇獎盃管理器圖示色彩 - + Always Enabled Accurate PPU 128 Reservations 始終啟用 - + Disabled Accurate PPU 128 Reservations 停用 - + None Stylesheets - + Default (Bright) Stylesheets 預設 (明亮) - + Remove obsolete settings? 刪除過時的設定? - + Your config file contains one or more obsolete entries.<br>Consider that a removal might render them invalid for other versions of RPCS3.<br><br>Do you wish to let the program remove them for you now?<br>This change will only be final when you save the config. 您的組態檔案包含一個或多個過時的項目。<br>考慮到修正後可能使得 RPCS3 的其它版本無效。<br><br>想讓程式為你修正嗎?<br>當您儲存設定時,此更改將會是最終決定。