diff --git a/qt/translations/rpcs3_zh_CN.qm b/qt/translations/rpcs3_zh_CN.qm index 3c6cb2e..90c9df8 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 9ce6d01..033b1fc 100644 --- a/qt/translations/rpcs3_zh_CN.ts +++ b/qt/translations/rpcs3_zh_CN.ts @@ -467,14 +467,14 @@ Affects timing of events which rely on these signals. 影响依赖于这些讯号事件的时机。 - + Changes the scale of emulated system time. Affects software which uses system time to calculate things such as dynamic timesteps. 更改模拟系统时间的比例。 影响软体使用系统时间计算动态时间步长等事物。 - + Controls how much time it takes for RSX to start processing after waking up by the Cell processor. Increasing wakeup delay improves stability, but very high values can lower RSX/GPU performance. It is recommend to adjust this at 20μs to 40μs increments until the best value for optimal stability is reached. @@ -486,7 +486,7 @@ Values above 1000μs may cause noticeable performance penalties, use with cautio 建议以 20 微秒到 40 微秒的增量进行调整,直到达到最佳稳定性的最佳值。 - + Do not change this setting globally. Right-click a game in the game list and choose "Configure" instead. Do not change this setting globally. @@ -495,7 +495,7 @@ Right-click the game in game list and choose "Configure" instead. - + Determines how to schedule GPU async compute jobs when using asynchronous streaming. Use 'Safe' mode for more spec compliant behavior at the cost of some CPU overhead. This setting works with all devices. Use 'Fast' to use a faster but hacky version. This option is internally disabled for NVIDIA GPUs due to causing GPU hangs. @@ -507,14 +507,14 @@ Use 'Device' to let your driver handle this. Beware that 'device& 使用“快速”可以更快,但带有骇客性质的版本。由于导致 GPU 停摆,此选项在 NVIDIA GPU 内部被禁用。 - + Disables Fast Math for MSL shaders, which may violate the IEEE 754 standard. Disabling it may fix some artefacts especially on Apple GPUs, at the cost of performance. 停用 MSL 着色器的快速计算,这可能违反 IEEE 754 标准。 停用它可能修复一些假影,尤其是在 Apple GPU 上,但得付出效能。 - + Emulates VkSemaphore purely in software instead of using MTLEvent/MTLFence. Enabling this might fix artefacts caused by synchronization issues, but can cause tearing and usually has a very high performance cost. Mainly affects Apple GPUs when running the emulator using Rosetta. @@ -523,7 +523,7 @@ Mainly affects Apple GPUs when running the emulator using Rosetta. 使用 Rosetta 执行模拟时主要影响 Apple GPU。 - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. XAudio2 uses native Windows sounds system, is the next best alternative. XAudio2 is the recommended option and should be used whenever possible. @@ -532,7 +532,7 @@ OpenAL uses a cross-platform approach and is the next best alternative. - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. If it's not available, FAudio could be used instead. Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. @@ -541,19 +541,19 @@ If it's not availiable, FAudio could be used instead. 如果不可用,则可以改用 FAudio。 - + Saves all audio as a raw wave file. If unsure, leave this unchecked. 将所有声音储存为 WAV 档案,如果不确定,请勿选取。 - + Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound. 使用 16-bit 声音样本,而不是预设的 32-bit 浮点。 如果没有声音或完全破碎的声音,请使用 buggy 声音驱动程式。 - + Uses chosen audio output instead of default 7.1 surround sound. Use downmix to stereo with stereo audio devices. Use 5.1 or higher only if you are using a surround sound audio system. Uses stereo audio output instead of default 7.1 surround sound. @@ -562,39 +562,39 @@ Use with stereo audio devices. Disable it only if you are using a surround sound 使用缩混将立体音讯装置立体化。 仅在使用环绕声系统时才能使用 5.1 或更高版本。 - + Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. 控制仿真的整体音量。 高于 100% 的值可能会降低音质。 - + Enables audio buffering, which reduces crackle/stutter but increases audio latency. Enables audio buffering, which reduces crackle/stutter but increases audio latency (requires XAudio2 or OpenAL). 启用音讯缓冲可减少爆音以及不顺,但会增加音讯延迟。 - + Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. 目标缓冲存续期间以毫秒为单位。 较高的值使缓冲演算法更加容易工作,但可能引入明显的音讯延迟。 - + Enables time stretching - requires buffering to be enabled. Reduces crackle/stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. 启用时间延伸需要启用缓冲区。 进一步减少爆音以及不顺,但可能导致较慢的 CPU 上的音质明显降低。 - + Buffer fill level (in percentage) below which time stretching will start. 缓冲区使用率 (百分比) 低于此时间延伸将开始。 - + Standard should be used for most games. SingStar emulates a SingStar device and should be used with SingStar games. Real SingStar should only be used with a REAL SingStar device with SingStar games. @@ -605,7 +605,7 @@ Rocksmith should be used with a Rocksmith dongle. “Rocksmith”应同与 Rocksmith dongle 使用。 - + Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time. This is by far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. @@ -620,7 +620,7 @@ If unsure, use this option. 如果不确定,请使用此选项。 - + Searches the game's directory and precompiles extra PPU modules during boot. If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently. Only disable this if you want to get ingame more quickly. @@ -629,7 +629,7 @@ Only disable this if you want to get ingame more quickly. 仅当您想更快地进入游戏时才要停用此功能。 - + Recompiles the game's SPU code using the ASMJIT Recompiler. This is the fast option with very good compatibility. If unsure, use this option. @@ -640,7 +640,7 @@ If unsure, use this option. 如果不确定,请使用此选项。 - + Recompiles and caches the game's SPU code using the LLVM Recompiler before running which adds extra start-up time. This is the fastest option with very good compatibility. If you experience issues, use the ASMJIT Recompiler. @@ -652,7 +652,7 @@ If you experience issues, use the ASMJIT Recompiler. 如果遇到问题,请使用“ASMJIT 反编译”。 - + Control accuracy to SPU float vectors processing. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM. @@ -664,7 +664,7 @@ This setting is only applied when SPU Decoder is set to Dynamic or LLVM. - + Control how RPCS3 utilizes the threads of your system. Each option heavily depends on the game and on your CPU. It's recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported on CPUs with less than 12 threads. @@ -676,7 +676,7 @@ Changing the thread scheduler is not supported on CPUs with less than 12 threads 少于 12 个执行绪的 CPU 不支援变更执行绪排程器。 - + Enable usage of TSX instructions. Needs to be forced on some Haswell or Broadwell CPUs or CPUs with the TSX-FA instruction set. Forcing TSX in these cases may lead to system and performance instability, use it with caution. @@ -688,7 +688,7 @@ Forcing this on older Hardware can lead to system instability, use it with cauti 在这些情况下强制使用 TSX 可能会导致系统和效能不稳定,请谨慎使用。 - + Try to detect loop conditions in SPU kernels and use them as scheduling hints. Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases. @@ -697,7 +697,7 @@ May cause severe audio stuttering in rare cases. 在极少数情况下可能引起严重的声音延迟。 - + 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. Use the Safe mode for maximum compatibility. 此选项控制 SPU 分析器,尤其是编译单元的大小。 @@ -705,7 +705,7 @@ Use the Safe mode for maximum compatibility. 使用“Safe”模式可获得最大相容性。 - + Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. Leave this on auto if performance is negatively affected when setting a small value. @@ -714,7 +714,7 @@ Leave this on auto if performance is negatively affected when setting a small va 如果设定较小的值时效能受到影响,请保持为“自动”。 - + Enables the use of code with full width AVX-512. This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads. Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width. @@ -723,7 +723,7 @@ Note that AVX-512 instructions will be used regardless of this option, just at 1 注意,使用 AVX-512 指令时将忽略这个选项,只是在 128 和 256 位元的宽度。 - + Creates PPU logs. Only useful to developers. Never use this. @@ -732,7 +732,7 @@ Never use this. 请勿使用。 - + Creates SPU logs. Only useful to developers. Never use this. @@ -741,7 +741,7 @@ Never use this. 请勿使用。 - + Creates MFC logs. Only useful to developers. Never use this. @@ -750,7 +750,7 @@ Never use this. 请勿使用。 - + Sets special MXCSR flags to debug errors in SSE operations. Only used in PPU thread when it's not precise. Only useful to developers. @@ -761,30 +761,30 @@ Never use this. 请勿使用。 - + Accurately processes SPU MFC_GETLLAR operation. 准确处理 SPU MFC_GETLLAR 运算。 - + Accurately processes SPU DMA operations. Accurately processes SPU MFC_PUTLLUC operation. 准确处理 SPU DMA 运算。 - + Accurately processes PPU DCBZ instruction. In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically. 准确处理 PPU DCBZ 指令。 此外,当与准确 SPU DMA 组合使用时,将自动处理 SPU PUT 快取列存取。 - + Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. 在 SPU MFC_GETLLAR 和 SPU MFC_PUTLLUC 运算上强制 RSX 暂停。 - + Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order. Must be used with either SPU interpreters currently. Severely degrades performance! If unsure, don't use this option. @@ -793,12 +793,12 @@ Severely degrades performance! If unsure, don't use this option. 严重降低效能! 如果不确定,请勿使用此选项。 - + Allows to hook some functions like 'memcpy' replacing them with high-level implementations. May do nothing or break things. Experimental. 允许挂钩某些功能,例如'memcpy'替代与高阶实现。可能什么也不会做或破坏一些项目(实验)。 - + Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc. Also allows vulkan to use debug markers for nicer Renderdoc captures. If unsure, don't use this option. @@ -809,7 +809,7 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Only useful when debugging differences in GPU hardware. Not necessary for average users. If unsure, don't use this option. @@ -818,7 +818,7 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan. Only useful to developers. @@ -829,28 +829,28 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Provides a graphical overlay of various debugging information. If unsure, don't use this option. 提供各种侦错讯息的图形覆盖。 如果不确定,请勿使用此选项。 - + Dump game shaders to file. Only useful to developers. If unsure, don't use this option. 倾印游戏着色器档案。 只对开发人员有用。 如果不确定,请勿使用此选项。 - + Disables running occlusion queries. Minor to moderate performance boost. Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in. 停用执行遮挡查询些微的中等效能提升。 可能引入损坏遮挡的问题,例如缺少几何体和极端弹出。 - + Forces emulation of all blit and image manipulation operations on the CPU. Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. Significantly degrades performance but is more accurate in some cases. @@ -861,105 +861,112 @@ This setting overrides the 'GPU texture scaling' option. 此设定将覆盖“GPU 纹理缩放”选项。 - + Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory. 停用自订 Vulkan 记忆分配器并还原为直接调用 VkAllocateMemory/VkFreeMemory。 - + Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller. 完全停用 RSX FIFO 最佳化。 绘图在 DMA 拉出器接收时进行处理。 - + Force all texture transfer, scaling and conversion operations on the GPU. May cause texture corruption in some cases. 强制 GPU 上的所有纹理传送、缩放以及转换动作。 在某些情况下可能会导致纹理损坏。 - + 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. 即使没必要修正的情况下也会强制清理纹理。已知会导致视觉瑕疵,但对侦错某些纹理快取问题很有用。 - + Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs. 停用硬体半浮点支援,此支援在某些情况下将导致有些 GPU 出现问题。 - + Enables 3D stereo rendering. Note that only anaglyph viewing is supported at the moment. 启用 3D 立体渲染。 请注意,目前仅支援检视立体浮雕。 - + When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled. Numerical values control whether or not to enable the accurate version based on the atomic operation's length. 启用后,PPU 原子作业将在整个快取列的资料进行运算,与禁用时的单个 64 位元记忆区块相反。 数值根据原子作业的长度控制是否启用准确的版本。 - + Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to. 停止仿真器后,测量某些事件并列印图表。 如果没有要求,请不要启用。 - + Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games. 2 is the default, if unsure do not modify this setting. 影响 PPU 的最大执行绪数同时执行,值为 1 对游戏的相容性非常低。 2 是预设值,如果不确定请不要变更此设定。 - + Interpreter (slow). Try this if PPU Recompiler (LLVM) doesn't work. 直译器 (慢)。 如果 PPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + + Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz. +Known to fix the rhythm game Space Channel 5 Part 2 + 将 VBLANK 的速率乘以 1000/1001 以获得 59.94Hz 等值。 +已知修正节奏游戏“Space Channel 5 Part 2” + + + 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. 允许主机 GPU 直接与 CELL 同步。 这会导致效能损失,但会将 GPU 物件的真实状态暴露给客体 CPU。 以付出效能帮助消除视觉杂讯和故障。 谨慎使用。 - + Controls which PS3 audio API is used. Games use CellAudio, while VSH requires RSXAudio. 控制使用的 PS3 音讯 API。 游戏使用 CellAudio,而 VSH 需要 RSXAudio。 - + Controls which avport is used to sample audio data from. 控制 AV 埠用于从中取样音讯的资料。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if PPU Recompiler (LLVM) doesn't work. 替代直译器 (慢)。可能比静态直译器更快。 如果 PPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + Interpreter (slow). Try this if SPU Recompiler (LLVM) doesn't work. 直译器 (慢)。 如果 SPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if SPU Recompiler (LLVM) doesn't work. 替代直译器 (慢)。可能比静态直译器更快。 如果 SPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + Legacy option. Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting. 旧版选项。 修复 PPU LLVM 中非 Java 模式下的结果向量值。 如果不确定,请勿修改此设定。 - + Use accurate double-precision FMA instructions in PPU and SPU backends. While 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. You shouldn't disable it if your CPU supports FMA. @@ -968,52 +975,52 @@ You shouldn't disable it if your CPU supports FMA. 要是 CPU 支援 FMA,则不应该停用。 - + Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting. 在 PPU 后端准确设定饱和位值。 如果不确定,请勿修改此设定。 - + Respect Non-Java Mode Bit values for vector ops in PPU backends. If unsure, do not modify this setting. 遵从 PPU 后端中向量操作的非 Java 模式位值。 如果不确定,请勿修改此设定。 - + Fixup NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 修复 NaN 产生 PPU 后端中的向量指令。 如果不确定,请勿修改此设定。 - + Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 在 PPU 后端准确设定 NaN 将产生向量指令。 如果不确定,请勿修改此设定。 - + Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting. 在 PPU 后端准确设定 FPCC 位。 如果不确定,请勿修改此设定。 - + Automatically close RPCS3 when closing a game, or when a game closes itself. 关闭游戏时自动关闭 RPCS3,或当游戏自己关闭时。 - + Leave this enabled unless you are a developer. 请保持启用,除非您是开发人员。 - + Automatically puts the game window in fullscreen. Double click on the game window or press Alt+Enter to toggle fullscreen and windowed mode. Automatically puts the game window in fullscreen. @@ -1022,7 +1029,7 @@ Double click on the game window or press alt+enter to toggle fullscreen and wind 双击游戏视窗或按下 Alt + Enter 键切换全荧幕和视窗模式。 - + Prevent the display from sleeping while a game is running. This requires the org.freedesktop.ScreenSaver D-Bus service on Linux. This option will be disabled if the current platform does not support display sleep control. @@ -1031,33 +1038,33 @@ This option will be disabled if the current platform does not support display sl 如果当前平台不支援显示器休眠控制,则将停用此选项。 - + Configure the game window title. Changing this and/or adding the framerate may cause buggy or outdated recording software to not notice RPCS3. 设置游戏视窗标题。 更改此值或增加框率可能导致错误或过时的录制软体无法发现 RPCS3。 - + Automatically resizes the game window on boot. This does not change the internal game resolution. 在启动时自动调整游戏视窗大小。 这不会改变内部游戏的解析度。 - + Show trophy pop-ups when a trophy is unlocked. 当奖杯“解锁”时显示奖杯弹出视窗。 - + Disables the activation of fullscreen mode per double-click while the game screen is active. Check this if you want to play with mouse and keyboard (for example with UCR). 当游戏画面处于活动状态时,禁止双击触发全荧幕模式。 检查这个,如果你想用滑鼠和键盘时(例如与 UCR)。 - + Disables keyboard hotkeys such as Ctrl+S, Ctrl+E, Ctrl+R, Ctrl+P while the game screen is active. This does not include Ctrl+L (hide and lock mouse) and Alt+Enter (toggle fullscreen). Check this if you want to play with mouse and keyboard. @@ -1069,7 +1076,7 @@ Check this if you want to play with mouse and keyboard. 要使用滑鼠与键盘玩时,检查此复选框。 - + Limits the maximum number of threads used for the initial PPU and SPU module compilation. Lower this in order to increase performance of other open applications. The default uses all available threads. @@ -1081,30 +1088,30 @@ The default uses all available threads. 预设使用所有可用的执行绪。 - + Shows the mouse cursor when the fullscreen mode is active. Currently this may not work every time. 全荧幕模式处于活动状态时显示滑鼠指标。 目前可能并非每次都有效。 - + Locks the mouse cursor at center when the fullscreen mode is active. 当全荧幕模式处于活动状态时,将滑鼠指标锁定在中心。 - + Hides the mouse cursor if no mouse movement is detected for the configured time. 已组态的时间内未侦测到滑鼠移动,则隐藏滑鼠指标。 - + Shows 'Compiling shaders' hint using the native overlay. Show shader compilation hints using the native overlay. 使用本体覆盖显示“着色编译”提示。 - + Enables use of native HUD within the game window that can interact with game controllers. When disabled, regular Qt dialogs are used instead. Currently, the on-screen keyboard only supports the English key layout. @@ -1113,42 +1120,42 @@ 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。 - + 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. @@ -1157,65 +1164,65 @@ 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. @@ -1230,19 +1237,19 @@ 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 best option as it performs faster. 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. @@ -1257,7 +1264,7 @@ If that happens, set value to anything other than Off. 仅当“自动”无作用时才需使用“ PS3 本体”,因为可能会引入框同步问题。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1266,7 +1273,7 @@ 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. @@ -1278,16 +1285,18 @@ 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. - 指定“百分比”缩放游戏的解析度。 -基本解析度总是“1280x720”。 -如果要使用常规解析度选项,请将此值设定为“100%”。 +Set this value to 100% if you want to use the normal Resolution options. +Values below 100% will usually not improve performance. + 按给定百分比缩放游戏的解析度。 +基本解析度始终为 1280x720。 +要使用标准的解析度选项,请将此值设定为 100%。 +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. @@ -1299,7 +1308,7 @@ 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. @@ -1308,12 +1317,12 @@ 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. @@ -1324,7 +1333,7 @@ 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. @@ -1333,12 +1342,12 @@ 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. @@ -1350,7 +1359,7 @@ 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. @@ -1359,7 +1368,7 @@ 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. @@ -1368,28 +1377,28 @@ 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。 - + 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. @@ -1401,7 +1410,7 @@ 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。 - + Forces borderless windowed mode for all fullscreen windows. Disables exclusive fullscreen graphics driver optimizations. Use when you wish to stream using vulkan or if your screen goes dim using hdr. Note rpcs3 does not use hdr at all. @@ -1410,7 +1419,7 @@ Note rpcs3 does not use hdr at all. 注意,rpcs3 原本就不使用 HDR。 - + Enable FidelityFX Super Resolution upscaling filter to improve the look of upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. Can cause visual artifacts. @@ -1425,13 +1434,13 @@ Does not work with stereo 3D output for now 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。 - + 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. @@ -1440,7 +1449,7 @@ 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. @@ -1452,49 +1461,49 @@ 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. @@ -1505,24 +1514,24 @@ 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。 - + 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. @@ -1531,21 +1540,21 @@ 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. @@ -1554,28 +1563,28 @@ 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. @@ -1584,7 +1593,7 @@ 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. @@ -1593,7 +1602,7 @@ 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. @@ -1604,7 +1613,7 @@ 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. @@ -1615,36 +1624,36 @@ 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。 - + 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。 - + 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. @@ -1653,7 +1662,7 @@ 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. @@ -1662,7 +1671,7 @@ 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. @@ -1674,14 +1683,14 @@ 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. @@ -1694,144 +1703,144 @@ 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。 - + 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。 - + 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。 @@ -1850,8 +1859,9 @@ If your joystick is not being centered properly, read the <a href="https - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br/>使用 C ++ 编写用于 Windows 和 Linux 与 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br/>但还有大量的项目得实现及最佳化。</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> + <html><head/><body><p>RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br/>使用 C ++ 编写,适用于 Windows、Linux、FreeBSD 和 MacOS。 资助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br/>但还有大量的项目得实现及最佳化。</p></body></html> @@ -4202,12 +4212,17 @@ Notes: gs_frame - + + 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> @@ -4341,179 +4356,184 @@ Any unsaved progress will be lost! kernel_explorer - + Kernel Explorer | %1 核心浏览器 | %1 - + Refresh 更新 - + Log All 全部 Log - + Kernel 核心 - + Process Info 处理资讯 - + Shared Memory 共享记忆体 - + Virtual Memory 虚拟记忆体 - + Mutexes 互斥锁 - + Condition Variables 情况变数 - + Reader Writer Locks 读写器锁 - + Interrupt Tags 中断标签 - + Interrupt Service Handles 中断服务处理 - + Event Queues 事件伫列 - + Event Ports 事件埠 - + Traces 追踪 - + SPU Images SPU 影像 - + PRX Modules PRX 模组 - + SPU Ports SPU 埠 - + Overlay Modules 覆盖模组 - + Light Weight Mutexes 轻量互斥锁 - + Timers 计时器 - + Semaphores 信号量 - - + + File Descriptors File Descriptors ? 档案描述符 - + Light Weight Condition Variables 轻量情况变数 - + Event Flags 事件旗标 + RSXAudio Objects + RSX 音讯项目 + + + Memory Containers 记忆体容器 - + PPU Threads PPU 执行绪 - + SPU Threads SPU 执行绪 - + SPU Thread Groups SPU 执行绪群 - + RSX Contexts RSX 上下文 - + Sockets 插槽 - + SPURS %1 SPURS %1 - + IO-EA Table IO-EA 表 - + Zcull Bindings Zcull 连结 - + Display Buffers 显示缓冲区 @@ -9451,10 +9471,10 @@ Check your email for your token! - - - - + + + + Description 描述 @@ -9465,10 +9485,10 @@ Check your email for your token! - - - - + + + + Point your mouse at an option to display a description in here. @@ -9481,7 +9501,7 @@ Check your email for your token! - + GPU GPU @@ -9554,8 +9574,8 @@ Check your email for your token! - - + + Reset 重设 @@ -9921,7 +9941,7 @@ Check your email for your token! - + Core 核心 @@ -10037,440 +10057,445 @@ Check your email for your token! 60 Hz - + + VBlank NTSC Fixup + VBlank NTSC 修正 + + + Clocks Scale 时钟比例 - + 100% 100% - + Emulator 仿真器 - + Emulator Settings 仿真器设定 - + Exit RPCS3 when process finishes 当结束处理程序时,关闭 RPCS3 - + Automatically start games after boot 总是启动 BOOT - + Start games in Fullscreen mode 以全荧幕模式开始游戏 - + Prevent display sleep while running games 防止游戏执行时显示器进入睡眠 - + Show trophy popups 显示奖杯弹出视窗 - + Use native user interface 使用本体使用者介面 - + Show shader compilation hint 显示着色编译提示 - + 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 - + 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: - + 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 - + 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 @@ -10515,17 +10540,17 @@ Check your email for your token! 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 @@ -10682,7 +10707,7 @@ Each option heavily depends on the game and on your CPU, it's recommended t 最大容量: %0 MB - + Unlimited (Default) Max SPURS threads 无限制 (预设) @@ -10776,150 +10801,150 @@ Each option heavily depends on the game and on your CPU, it's recommended t 预设 - + %0 Hz VBlank rate %0 Hz - + %0 % Clocks scale %0 % - + Do not touch libsysutil libs, development purposes only, will cause game crashes. 仅出于开发目的,请勿碰触 libsysutil libs 会导致游戏崩溃。 - + Search libraries Library search box 搜寻库 - + All (%1) Max LLVM threads 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 @@ -10937,84 +10962,84 @@ Preview: - + Game Window Title Format Game window title 游戏视窗标题格式 - + 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。 @@ -11414,7 +11439,7 @@ File was too small. - + Auto-updater 自动更新 @@ -11518,7 +11543,7 @@ Do you want to update to the latest official RPCS3 version? 在尝试更新之前,请停止仿真。 - + Update successful! RPCS3 will now restart. 更新成功! @@ -11810,8 +11835,9 @@ Stop the emulator now? - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux and funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br/>使用 C ++ 编写用于 Windows 和 Linux 与 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br/>但还有大量的项目得实现及最佳化。</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux and funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> + <html><head/><body><p>RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br/>使用 C ++ 编写,适用于 Windows、Linux、FreeBSD 和 MacOS。 资助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br/>但还有大量的项目得实现及最佳化。</p></body></html> diff --git a/qt/translations/rpcs3_zh_TW.qm b/qt/translations/rpcs3_zh_TW.qm index 4e920c5..4c58057 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 ba59736..287ff0a 100644 --- a/qt/translations/rpcs3_zh_TW.ts +++ b/qt/translations/rpcs3_zh_TW.ts @@ -467,14 +467,14 @@ Affects timing of events which rely on these signals. 影響依賴於這些訊號事件的時機。 - + Changes the scale of emulated system time. Affects software which uses system time to calculate things such as dynamic timesteps. 更改模擬系統時間的比例。 影響軟體使用系統時間計算動態時間步長等事物。 - + Controls how much time it takes for RSX to start processing after waking up by the Cell processor. Increasing wakeup delay improves stability, but very high values can lower RSX/GPU performance. It is recommend to adjust this at 20µs to 40µs increments until the best value for optimal stability is reached. @@ -486,7 +486,7 @@ Values above 1000μs may cause noticeable performance penalties, use with cautio 建議以 20 微秒到 40 微秒的增量進行調整,直到達到最佳穩定性的最佳值。 - + Do not change this setting globally. Right-click a game in the game list and choose "Configure" instead. Do not change this setting globally. @@ -495,7 +495,7 @@ Right-click the game in game list and choose "Configure" instead. - + Determines how to schedule GPU async compute jobs when using asynchronous streaming. Use 'Safe' mode for more spec compliant behavior at the cost of some CPU overhead. This setting works with all devices. Use 'Fast' to use a faster but hacky version. This option is internally disabled for NVIDIA GPUs due to causing GPU hangs. @@ -507,14 +507,14 @@ Use 'Device' to let your driver handle this. Beware that 'device& 使用「快速」可以更快,但帶有駭客性質的版本。由於導致 GPU 停擺,此選項在 NVIDIA GPU 內部被禁用。 - + Disables Fast Math for MSL shaders, which may violate the IEEE 754 standard. Disabling it may fix some artefacts especially on Apple GPUs, at the cost of performance. 停用 MSL 著色器的快速計算,這可能違反 IEEE 754 標準。 停用它可能修復一些假影,尤其是在 Apple GPU 上,但得付出效能。 - + Emulates VkSemaphore purely in software instead of using MTLEvent/MTLFence. Enabling this might fix artefacts caused by synchronization issues, but can cause tearing and usually has a very high performance cost. Mainly affects Apple GPUs when running the emulator using Rosetta. @@ -523,7 +523,7 @@ Mainly affects Apple GPUs when running the emulator using Rosetta. 使用 Rosetta 執行模擬時主要影響 Apple GPU。 - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. XAudio2 uses native Windows sounds system, is the next best alternative. XAudio2 is the recommended option and should be used whenever possible. @@ -532,7 +532,7 @@ OpenAL uses a cross-platform approach and is the next best alternative. - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. If it's not available, FAudio could be used instead. Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. @@ -541,19 +541,19 @@ If it's not availiable, FAudio could be used instead. 如果不可用,則可以改用 FAudio。 - + Saves all audio as a raw wave file. If unsure, leave this unchecked. 將所有聲音儲存為 WAV 檔案,如果不確定,請勿選取。 - + Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound. 使用 16-bit 聲音樣本,而不是預設的 32-bit 浮點。 如果沒有聲音或完全破碎的聲音,請使用 buggy 聲音驅動程式。 - + Uses chosen audio output instead of default 7.1 surround sound. Use downmix to stereo with stereo audio devices. Use 5.1 or higher only if you are using a surround sound audio system. Uses stereo audio output instead of default 7.1 surround sound. @@ -562,39 +562,39 @@ Use with stereo audio devices. Disable it only if you are using a surround sound 使用縮混將立體音訊裝置立體化。 僅在使用環繞聲系統時才能使用 5.1 或更高版本。 - + Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. 控制仿真的整體音量。 高於 100% 的值可能會降低音質。 - + Enables audio buffering, which reduces crackle/stutter but increases audio latency. Enables audio buffering, which reduces crackle/stutter but increases audio latency (requires XAudio2 or OpenAL). 啟用音訊緩衝可減少爆音以及不順,但會增加音訊延遲。 - + Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. 目標緩衝存續期間以毫秒為單位。 較高的值使緩衝演算法更加容易工作,但可能引入明顯的音訊延遲。 - + Enables time stretching - requires buffering to be enabled. Reduces crackle/stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. 啟用時間延伸需要啟用緩衝區。 進一步減少爆音以及不順,但可能導致較慢的 CPU 上的音質明顯降低。 - + Buffer fill level (in percentage) below which time stretching will start. 緩衝區使用率 (百分比) 低於此時間延伸將開始。 - + Standard should be used for most games. SingStar emulates a SingStar device and should be used with SingStar games. Real SingStar should only be used with a REAL SingStar device with SingStar games. @@ -605,7 +605,7 @@ Rocksmith should be used with a Rocksmith dongle. 「Rocksmith」應同與 Rocksmith dongle 使用。 - + Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time. This is by far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. @@ -620,7 +620,7 @@ If unsure, use this option. 如果不確定,請使用此選項。 - + Searches the game's directory and precompiles extra PPU modules during boot. If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently. Only disable this if you want to get ingame more quickly. @@ -629,7 +629,7 @@ Only disable this if you want to get ingame more quickly. 僅當您想更快地進入遊戲時才要停用此功能。 - + Recompiles the game's SPU code using the ASMJIT Recompiler. This is the fast option with very good compatibility. If unsure, use this option. @@ -640,7 +640,7 @@ If unsure, use this option. 如果不確定,請使用此選項。 - + Recompiles and caches the game's SPU code using the LLVM Recompiler before running which adds extra start-up time. This is the fastest option with very good compatibility. If you experience issues, use the ASMJIT Recompiler. @@ -652,7 +652,7 @@ If you experience issues, use the ASMJIT Recompiler. 如果遇到問題,請使用「ASMJIT 反編譯」。 - + Control accuracy to SPU float vectors processing. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM. @@ -664,7 +664,7 @@ This setting is only applied when SPU Decoder is set to Dynamic or LLVM. - + Control how RPCS3 utilizes the threads of your system. Each option heavily depends on the game and on your CPU. It's recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported on CPUs with less than 12 threads. @@ -676,7 +676,7 @@ Changing the thread scheduler is not supported on CPUs with less than 12 threads 少於 12 個執行緒的 CPU 不支援變更執行緒排程器。 - + Enable usage of TSX instructions. Needs to be forced on some Haswell or Broadwell CPUs or CPUs with the TSX-FA instruction set. Forcing TSX in these cases may lead to system and performance instability, use it with caution. @@ -688,7 +688,7 @@ Forcing this on older Hardware can lead to system instability, use it with cauti 在這些情況下強制使用 TSX 可能會導致系統和效能不穩定,請謹慎使用。 - + Try to detect loop conditions in SPU kernels and use them as scheduling hints. Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases. @@ -697,7 +697,7 @@ May cause severe audio stuttering in rare cases. 在極少數情況下可能引起嚴重的聲音延遲。 - + 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. Use the Safe mode for maximum compatibility. 此選項控制 SPU 分析器,尤其是編譯單元的大小。 @@ -705,7 +705,7 @@ Use the Safe mode for maximum compatibility. 使用「Safe」模式可獲得最大相容性。 - + Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. Leave this on auto if performance is negatively affected when setting a small value. @@ -714,7 +714,7 @@ Leave this on auto if performance is negatively affected when setting a small va 如果設定較小的值時效能受到影響,請保持為「自動」。 - + Enables the use of code with full width AVX-512. This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads. Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width. @@ -723,7 +723,7 @@ Note that AVX-512 instructions will be used regardless of this option, just at 1 注意,使用 AVX-512 指令時將忽略這個選項,只是在 128 和 256 位元的寬度。 - + Creates PPU logs. Only useful to developers. Never use this. @@ -732,7 +732,7 @@ Never use this. 請勿使用。 - + Creates SPU logs. Only useful to developers. Never use this. @@ -741,7 +741,7 @@ Never use this. 請勿使用。 - + Creates MFC logs. Only useful to developers. Never use this. @@ -750,7 +750,7 @@ Never use this. 請勿使用。 - + Sets special MXCSR flags to debug errors in SSE operations. Only used in PPU thread when it's not precise. Only useful to developers. @@ -761,30 +761,30 @@ Never use this. 請勿使用。 - + Accurately processes SPU MFC_GETLLAR operation. 準確處理 SPU MFC_GETLLAR 運算。 - + Accurately processes SPU DMA operations. Accurately processes SPU MFC_PUTLLUC operation. 準確處理 SPU DMA 運算。 - + Accurately processes PPU DCBZ instruction. In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically. 準確處理 PPU DCBZ 指令。 此外,當與準確 SPU DMA 組合使用時,將自動處理 SPU PUT 快取列存取。 - + Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. 在 SPU MFC_GETLLAR 和 SPU MFC_PUTLLUC 運算上強制 RSX 暫停。 - + Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order. Must be used with either SPU interpreters currently. Severely degrades performance! If unsure, don't use this option. @@ -793,12 +793,12 @@ Severely degrades performance! If unsure, don't use this option. 嚴重降低效能! 如果不確定,請勿使用此選項。 - + Allows to hook some functions like 'memcpy' replacing them with high-level implementations. May do nothing or break things. Experimental. 允許掛鉤某些功能,例如'memcpy'替代與高階實現。可能什麼也不會做或破壞一些項目(實驗)。 - + Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc. Also allows vulkan to use debug markers for nicer Renderdoc captures. If unsure, don't use this option. @@ -809,7 +809,7 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Only useful when debugging differences in GPU hardware. Not necessary for average users. If unsure, don't use this option. @@ -818,7 +818,7 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan. Only useful to developers. @@ -829,28 +829,28 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Provides a graphical overlay of various debugging information. If unsure, don't use this option. 提供各種偵錯訊息的圖形覆蓋。 如果不確定,請勿使用此選項。 - + Dump game shaders to file. Only useful to developers. If unsure, don't use this option. 傾印遊戲著色器檔案。 只對開發人員有用。 如果不確定,請勿使用此選項。 - + Disables running occlusion queries. Minor to moderate performance boost. Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in. 停用執行遮擋查詢些微的中等效能提升。 可能引入損壞遮擋的問題,例如缺少幾何體和極端彈出。 - + Forces emulation of all blit and image manipulation operations on the CPU. Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. Significantly degrades performance but is more accurate in some cases. @@ -861,105 +861,112 @@ This setting overrides the 'GPU texture scaling' option. 此設定將覆蓋「GPU 紋理縮放」選項。 - + Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory. 停用自訂 Vulkan 記憶分配器並還原為直接調用 VkAllocateMemory/VkFreeMemory。 - + Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller. 完全停用 RSX FIFO 最佳化。 繪圖在 DMA 拉出器接收時進行處理。 - + Force all texture transfer, scaling and conversion operations on the GPU. May cause texture corruption in some cases. 強制 GPU 上的所有紋理傳送、縮放以及轉換動作。 在某些情況下可能會導致紋理損壞。 - + 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. 即使沒必要修正的情況下也會強制清理紋理。已知會導致視覺瑕疵,但對偵錯某些紋理快取問題很有用。 - + Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs. 停用硬體半浮點支援,此支援在某些情況下將導致有些 GPU 出現問題。 - + Enables 3D stereo rendering. Note that only anaglyph viewing is supported at the moment. 啟用 3D 立體渲染。 請注意,目前僅支援檢視立體浮雕。 - + When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled. Numerical values control whether or not to enable the accurate version based on the atomic operation's length. 啟用後,PPU 原子作業將在整個快取列的資料進行運算,與禁用時的單個 64 位元記憶區塊相反。 數值根據原子作業的長度控制是否啟用準確的版本。 - + Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to. 停止仿真器後,測量某些事件並列印圖表。 如果沒有要求,請不要啟用。 - + Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games. 2 is the default, if unsure do not modify this setting. 影響 PPU 的最大執行緒數同時執行,值為 1 對遊戲的相容性非常低。 2 是預設值,如果不確定請不要變更此設定。 - + Interpreter (slow). Try this if PPU Recompiler (LLVM) doesn't work. 直譯器 (慢)。 如果 PPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + + Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz. +Known to fix the rhythm game Space Channel 5 Part 2 + 將 VBLANK 的速率乘以 1000/1001 以獲得 59.94Hz 等值。 +已知修正節奏遊戲「Space Channel 5 Part 2」 + + + 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. 允許主機 GPU 直接與 CELL 同步。 這會導致效能損失,但會將 GPU 物件的真實狀態暴露給客體 CPU。 以付出效能幫助消除視覺雜訊和故障。 謹慎使用。 - + Controls which PS3 audio API is used. Games use CellAudio, while VSH requires RSXAudio. 控制使用的 PS3 音訊 API。 遊戲使用 CellAudio,而 VSH 需要 RSXAudio。 - + Controls which avport is used to sample audio data from. 控制 AV 埠用於從中取樣音訊的資料。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if PPU Recompiler (LLVM) doesn't work. 替代直譯器 (慢)。可能比靜態直譯器更快。 如果 PPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + Interpreter (slow). Try this if SPU Recompiler (LLVM) doesn't work. 直譯器 (慢)。 如果 SPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if SPU Recompiler (LLVM) doesn't work. 替代直譯器 (慢)。可能比靜態直譯器更快。 如果 SPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + Legacy option. Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting. 舊版選項。 修復 PPU LLVM 中非 Java 模式下的結果向量值。 如果不確定,請勿修改此設定。 - + Use accurate double-precision FMA instructions in PPU and SPU backends. While 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. You shouldn't disable it if your CPU supports FMA. @@ -968,52 +975,52 @@ You shouldn't disable it if your CPU supports FMA. 要是 CPU 支援 FMA,則不應該停用。 - + Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting. 在 PPU 後端準確設定飽和位值。 如果不確定,請勿修改此設定。 - + Respect Non-Java Mode Bit values for vector ops in PPU backends. If unsure, do not modify this setting. 遵從 PPU 後端中向量操作的非 Java 模式位值。 如果不確定,請勿修改此設定。 - + Fixup NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 修復 NaN 產生 PPU 後端中的向量指令。 如果不確定,請勿修改此設定。 - + Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 在 PPU 後端準確設定 NaN 將產生向量指令。 如果不確定,請勿修改此設定。 - + Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting. 在 PPU 後端準確設定 FPCC 位。 如果不確定,請勿修改此設定。 - + Automatically close RPCS3 when closing a game, or when a game closes itself. 關閉遊戲時自動關閉 RPCS3,或當遊戲自己關閉時。 - + Leave this enabled unless you are a developer. 請保持啟用,除非您是開發人員。 - + Automatically puts the game window in fullscreen. Double click on the game window or press Alt+Enter to toggle fullscreen and windowed mode. Automatically puts the game window in fullscreen. @@ -1022,7 +1029,7 @@ Double click on the game window or press alt+enter to toggle fullscreen and wind 雙擊遊戲視窗或按下 Alt + Enter 鍵切換全螢幕和視窗模式。 - + Prevent the display from sleeping while a game is running. This requires the org.freedesktop.ScreenSaver D-Bus service on Linux. This option will be disabled if the current platform does not support display sleep control. @@ -1031,33 +1038,33 @@ This option will be disabled if the current platform does not support display sl 如果當前平台不支援顯示器休眠控制,則將停用此選項。 - + Configure the game window title. Changing this and/or adding the framerate may cause buggy or outdated recording software to not notice RPCS3. 設置遊戲視窗標題。 更改此值或增加框率可能導致錯誤或過時的錄製軟體無法發現 RPCS3。 - + Automatically resizes the game window on boot. This does not change the internal game resolution. 在啟動時自動調整遊戲視窗大小。 這不會改變內部遊戲的解析度。 - + Show trophy pop-ups when a trophy is unlocked. 當獎盃「解鎖」時顯示獎盃彈出視窗。 - + Disables the activation of fullscreen mode per double-click while the game screen is active. Check this if you want to play with mouse and keyboard (for example with UCR). 當遊戲畫面處於活動狀態時,禁止雙擊觸發全螢幕模式。 檢查這個,如果你想用滑鼠和鍵盤時(例如與 UCR)。 - + Disables keyboard hotkeys such as Ctrl+S, Ctrl+E, Ctrl+R, Ctrl+P while the game screen is active. This does not include Ctrl+L (hide and lock mouse) and Alt+Enter (toggle fullscreen). Check this if you want to play with mouse and keyboard. @@ -1069,7 +1076,7 @@ Check this if you want to play with mouse and keyboard. 要使用滑鼠與鍵盤玩時,檢查此復選框。 - + Limits the maximum number of threads used for the initial PPU and SPU module compilation. Lower this in order to increase performance of other open applications. The default uses all available threads. @@ -1081,30 +1088,30 @@ The default uses all available threads. 預設使用所有可用的執行緒。 - + Shows the mouse cursor when the fullscreen mode is active. Currently this may not work every time. 全螢幕模式處於活動狀態時顯示滑鼠指標。 目前可能並非每次都有效。 - + Locks the mouse cursor at center when the fullscreen mode is active. 當全螢幕模式處於活動狀態時,將滑鼠指標鎖定在中心。 - + Hides the mouse cursor if no mouse movement is detected for the configured time. 已組態的時間內未偵測到滑鼠移動,則隱藏滑鼠指標。 - + Shows 'Compiling shaders' hint using the native overlay. Show shader compilation hints using the native overlay. 使用本體覆蓋顯示「著色編譯」提示。 - + Enables use of native HUD within the game window that can interact with game controllers. When disabled, regular Qt dialogs are used instead. Currently, the on-screen keyboard only supports the English key layout. @@ -1113,42 +1120,42 @@ 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。 - + 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. @@ -1157,65 +1164,65 @@ 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. @@ -1230,19 +1237,19 @@ 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 best option as it performs faster. 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. @@ -1257,7 +1264,7 @@ If that happens, set value to anything other than Off. 僅當「自動」無作用時才需使用「 PS3 本體」,因為可能會引入框同步問題。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1266,7 +1273,7 @@ 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. @@ -1278,16 +1285,18 @@ 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. - 指定「百分比」縮放遊戲的解析度。 -基本解析度總是「1280x720」。 -如果要使用常規解析度選項,請將此值設定為「100%」。 +Set this value to 100% if you want to use the normal Resolution options. +Values below 100% will usually not improve performance. + 按給定百分比縮放遊戲的解析度。 +基本解析度始終為 1280x720。 +要使用標準的解析度選項,請將此值設定為 100%。 +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. @@ -1299,7 +1308,7 @@ 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. @@ -1308,12 +1317,12 @@ 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. @@ -1324,7 +1333,7 @@ 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. @@ -1333,12 +1342,12 @@ 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. @@ -1350,7 +1359,7 @@ 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. @@ -1359,7 +1368,7 @@ 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. @@ -1368,28 +1377,28 @@ 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。 - + 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. @@ -1401,7 +1410,7 @@ 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。 - + Forces borderless windowed mode for all fullscreen windows. Disables exclusive fullscreen graphics driver optimizations. Use when you wish to stream using vulkan or if your screen goes dim using hdr. Note rpcs3 does not use hdr at all. @@ -1410,7 +1419,7 @@ Note rpcs3 does not use hdr at all. 注意,rpcs3 原本就不使用 HDR。 - + Enable FidelityFX Super Resolution upscaling filter to improve the look of upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. Can cause visual artifacts. @@ -1425,13 +1434,13 @@ Does not work with stereo 3D output for now 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。 - + 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. @@ -1440,7 +1449,7 @@ 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. @@ -1452,49 +1461,49 @@ 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. @@ -1505,24 +1514,24 @@ 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。 - + 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. @@ -1531,21 +1540,21 @@ 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. @@ -1554,28 +1563,28 @@ 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. @@ -1584,7 +1593,7 @@ 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. @@ -1593,7 +1602,7 @@ 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. @@ -1604,7 +1613,7 @@ 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. @@ -1615,36 +1624,36 @@ 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。 - + 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。 - + 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. @@ -1653,7 +1662,7 @@ 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. @@ -1662,7 +1671,7 @@ 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. @@ -1674,14 +1683,14 @@ 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. @@ -1694,144 +1703,144 @@ 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。 - + 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。 - + 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。 @@ -1850,8 +1859,9 @@ If your joystick is not being centered properly, read the <a href="https - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br/>使用 C ++ 編寫用於 Windows 和 Linux 與 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br/>但還有大量的項目得實現及最佳化。</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> + <html><head/><body><p>RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br/>使用 C ++ 編寫,適用於 Windows、Linux、FreeBSD 和 MacOS。 資助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br/>但還有大量的項目得實現及最佳化。</p></body></html> @@ -4202,12 +4212,17 @@ Notes: gs_frame - + + 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> @@ -4341,179 +4356,184 @@ Any unsaved progress will be lost! kernel_explorer - + Kernel Explorer | %1 核心瀏覽器 | %1 - + Refresh 更新 - + Log All 全部 Log - + Kernel 核心 - + Process Info 處理資訊 - + Shared Memory 共享記憶體 - + Virtual Memory 虛擬記憶體 - + Mutexes 互斥鎖 - + Condition Variables 情況變數 - + Reader Writer Locks 讀寫器鎖 - + Interrupt Tags 中斷標籤 - + Interrupt Service Handles 中斷服務處理 - + Event Queues 事件佇列 - + Event Ports 事件埠 - + Traces 追蹤 - + SPU Images SPU 影像 - + PRX Modules PRX 模組 - + SPU Ports SPU 埠 - + Overlay Modules 覆蓋模組 - + Light Weight Mutexes 輕量互斥鎖 - + Timers 計時器 - + Semaphores 信號量 - - + + File Descriptors File Descriptors ? 檔案描述符 - + Light Weight Condition Variables 輕量情況變數 - + Event Flags 事件旗標 + RSXAudio Objects + RSX 音訊項目 + + + Memory Containers 記憶體容器 - + PPU Threads PPU 執行緒 - + SPU Threads SPU 執行緒 - + SPU Thread Groups SPU 執行緒群 - + RSX Contexts RSX 上下文 - + Sockets 插槽 - + SPURS %1 SPURS %1 - + IO-EA Table IO-EA 表 - + Zcull Bindings Zcull 連結 - + Display Buffers 顯示緩衝區 @@ -9451,10 +9471,10 @@ Check your email for your token! - - - - + + + + Description 描述 @@ -9465,10 +9485,10 @@ Check your email for your token! - - - - + + + + Point your mouse at an option to display a description in here. @@ -9481,7 +9501,7 @@ Check your email for your token! - + GPU GPU @@ -9554,8 +9574,8 @@ Check your email for your token! - - + + Reset 重設 @@ -9921,7 +9941,7 @@ Check your email for your token! - + Core 核心 @@ -10037,440 +10057,445 @@ Check your email for your token! 60 Hz - + + VBlank NTSC Fixup + VBlank NTSC 修正 + + + Clocks Scale 時鐘比例 - + 100% 100% - + Emulator 仿真器 - + Emulator Settings 仿真器設定 - + Exit RPCS3 when process finishes 當結束處理程序時,關閉 RPCS3 - + Automatically start games after boot 總是啟動 BOOT - + Start games in Fullscreen mode 以全螢幕模式開始遊戲 - + Prevent display sleep while running games 防止遊戲執行時顯示器進入睡眠 - + Show trophy popups 顯示獎盃彈出視窗 - + Use native user interface 使用本體使用者介面 - + Show shader compilation hint 顯示著色編譯提示 - + 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 - + 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: - + 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 - + 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 @@ -10515,17 +10540,17 @@ Check your email for your token! 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 @@ -10682,7 +10707,7 @@ Each option heavily depends on the game and on your CPU, it's recommended t 最大容量: %0 MB - + Unlimited (Default) Max SPURS threads 無限制 (預設) @@ -10776,150 +10801,150 @@ Each option heavily depends on the game and on your CPU, it's recommended t 預設 - + %0 Hz VBlank rate %0 Hz - + %0 % Clocks scale %0 % - + Do not touch libsysutil libs, development purposes only, will cause game crashes. 僅出於開發目的,請勿碰觸 libsysutil libs 會導致遊戲崩潰。 - + Search libraries Library search box 搜尋庫 - + All (%1) Max LLVM threads 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 @@ -10937,84 +10962,84 @@ Preview: - + Game Window Title Format Game window title 遊戲視窗標題格式 - + 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。 @@ -11414,7 +11439,7 @@ File was too small. - + Auto-updater 自動更新 @@ -11518,7 +11543,7 @@ Do you want to update to the latest official RPCS3 version? 在嘗試更新之前,請停止仿真。 - + Update successful! RPCS3 will now restart. 更新成功! @@ -11810,8 +11835,9 @@ Stop the emulator now? - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux and funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br/>使用 C ++ 編寫用於 Windows 和 Linux 與 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br/>但還有大量的項目得實現及最佳化。</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> + <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux and funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> + <html><head/><body><p>RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br/>使用 C ++ 編寫,適用於 Windows、Linux、FreeBSD 和 MacOS。 資助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br/>但還有大量的項目得實現及最佳化。</p></body></html>