diff --git a/qt/translations/rpcs3_zh_CN.qm b/qt/translations/rpcs3_zh_CN.qm index 4a37ed1..97eccd4 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 e774b32..ed940d8 100644 --- a/qt/translations/rpcs3_zh_CN.ts +++ b/qt/translations/rpcs3_zh_CN.ts @@ -325,22 +325,22 @@ QObject - + Invalid command-line arguments! 无效的指令行引数! - + Cannot perform multiple installations at the same time! 无法同时执行多个安装! - + Missing command-line arguments! 缺少命令行引数! - + Cannot run no-gui mode without boot target. Terminating... 没有启动目标就无法执行无 GUI 模式。 @@ -699,18 +699,18 @@ If you experience issues, use the ASMJIT Recompiler. - Adds extra accuracy to SPU float vectors processing. + 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. Adds extra 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 Fast or LLVM. - 为 SPU 浮点向量处理增加了附加的准确性。 +This setting is only applied when SPU Decoder is set to Dynamic or LLVM. + 控制 SPU 浮点向量处理的准确性。 以效能付出修正各种游戏中的错误。 -仅当 SPU 译码器设定为“动态”或“ LLVM”时,才应用此设定。 +仅当 SPU 译码器设定为“动态”或“ LLVM”时,才能应用此设定。 - + 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. @@ -722,7 +722,7 @@ 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. @@ -734,7 +734,7 @@ 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. @@ -743,7 +743,7 @@ 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。 @@ -751,7 +751,7 @@ 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. @@ -760,7 +760,7 @@ 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. @@ -769,7 +769,7 @@ 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. @@ -778,7 +778,7 @@ Never use this. 请勿使用。 - + Creates SPU logs. Only useful to developers. Never use this. @@ -787,7 +787,7 @@ Never use this. 请勿使用。 - + Creates MFC logs. Only useful to developers. Never use this. @@ -796,7 +796,7 @@ 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. @@ -807,30 +807,30 @@ 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. @@ -839,12 +839,12 @@ 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. @@ -855,7 +855,7 @@ 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. @@ -864,7 +864,7 @@ 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. @@ -875,28 +875,28 @@ 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. @@ -907,53 +907,53 @@ 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。 @@ -985,23 +985,14 @@ Numerical values control whether or not to enable the accurate version based on 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。 - - Default accuracy for 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. - SPU 浮点向量处理的预设准确性。 -以效能付出修正各种游戏中的错误。 -仅当 SPU 译码器设定为“动态”或“ LLVM”时,才应用此设定。 - - - + 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. @@ -1010,42 +1001,42 @@ 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。 - + Determines how MoltenVK will simulate vkSemaphore on the Metal API. Software emulation is the slowest, but most accurate option. However, it can cause tearing. MTLEvent is faster, but not available under Rosetta (if MTLEvent preferred is selected, MTLFence is used; otherwise, emulation is used). @@ -1056,17 +1047,17 @@ MTLEvent 更快,但在 Rosetta 下不可用 (如果选择了 MTLEvent 首选 MTLFence 比模拟更快,但可能随机导致同步问题。 - + 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. @@ -1075,7 +1066,7 @@ 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. @@ -1084,33 +1075,33 @@ 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. @@ -1122,7 +1113,7 @@ 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. @@ -1134,30 +1125,30 @@ 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. @@ -1166,42 +1157,42 @@ 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. @@ -1210,65 +1201,65 @@ 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. @@ -1283,19 +1274,19 @@ 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. @@ -1306,7 +1297,7 @@ If that happens, set value to anything other than Off. 如果发生这种情形,请将值设定为“关闭”以外的任何值。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1315,7 +1306,7 @@ 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. @@ -1327,7 +1318,7 @@ Keep this on Automatic if you want to use the original setting used by a real PS 使用真正的 PS3 原始设定,将此保持为“自动”。 - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1336,7 +1327,7 @@ Set this value to 100% if you want to use the normal Resolution options. - + 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. @@ -1348,7 +1339,7 @@ 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. @@ -1357,12 +1348,12 @@ 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. @@ -1373,7 +1364,7 @@ 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. @@ -1382,12 +1373,12 @@ 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. @@ -1399,7 +1390,7 @@ 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. @@ -1408,7 +1399,7 @@ 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. @@ -1417,28 +1408,28 @@ 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. @@ -1450,7 +1441,7 @@ 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。 - + 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. @@ -1465,13 +1456,13 @@ 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. @@ -1480,7 +1471,7 @@ 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. @@ -1492,49 +1483,49 @@ 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. @@ -1545,24 +1536,24 @@ 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. @@ -1571,21 +1562,21 @@ 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. @@ -1594,28 +1585,28 @@ 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. @@ -1624,7 +1615,7 @@ 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. @@ -1633,7 +1624,7 @@ 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. @@ -1644,7 +1635,7 @@ 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. @@ -1655,36 +1646,36 @@ 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. @@ -1693,7 +1684,7 @@ 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. @@ -1702,7 +1693,7 @@ 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. @@ -1714,14 +1705,14 @@ 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. @@ -1734,139 +1725,139 @@ 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。 @@ -4356,179 +4347,179 @@ 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 - + 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 @@ -8109,7 +8100,7 @@ Log: %0 - + Errors were found in the patch file. Log: @@ -8120,28 +8111,45 @@ Log: %0 - + + Errors were found in the patch file. + 在补缀档中发现错误。 + + + + + To see the error log, please click "Show Details". + 要观看错误日志,请点选 "显示详细资料"。 + + + + + %0 + %0 + + + Downloading latest patches 下载最新补缀 - - + + Download successful 下载成功 - + Your patch file is already up to date. 您的补缀档已经是最新的。 - + Update patches? 更新补缀档? - + New patches are available. Do you want to update? @@ -8150,12 +8158,12 @@ Do you want to update? 你想更新吗? - + Your patch file is now up to date 您的补缀档现在是最新的 - + Errors were found in the downloaded patch file. Log: @@ -8165,6 +8173,11 @@ Log: 日志: %0 + + + Errors were found in the downloaded patch file. + 在下载的补缀档中发现错误。 + Import successful @@ -8200,8 +8213,10 @@ Make sure that all the patches located in "%0" contain the proper form 补缀档已通过验证。 - - + + + + Validation failed 验证失败 @@ -9258,72 +9273,67 @@ Check your email for your token! SPU 译码器 - - + + Additional Settings 其它设定 - + Enable SPU loop detection Lower SPU thread priority 启用 SPU 循环侦测 - - Accurate xfloat - 准确的 xfloat - - - + Full Width AVX-512 全宽 AVX-512 - + TSX Instructions TSX 指令 - + SPU Block Size SPU 块大小 - + Preferred SPU Threads SPU 执行绪优先权 - + Thread Scheduler 执行绪排程器 - - - - - - - - - - + + + + + + + + + + Description 描述 - - - - - - - - - - + + + + + + + + + + Point your mouse at an option to display a description in here. @@ -9334,1033 +9344,1033 @@ Check your email for your token! - - - + + + GPU GPU - + Renderer 渲染 - + Graphics Device 图形装置 - + Aspect Ratio 宽高比 - + Framelimit 框限制 - + Anisotropic Filter 非等方性过滤 - + Anti-Aliasing 反锯齿 - + ZCULL Accuracy ZCULL 准确性 - + Default Resolution 预设解析度 - + Resolution Scale (Disable Strict Mode) 解析度比例 (停用精密模式) - + 50 50 - + 800 800 - - - + + + 0 0 - - - - - - - - + + + + + + + + Reset 重设 - + Resolution Scale Threshold 解析度比例定限 - + 1 1 - + 1024 1024 - + 1x1 1x1 - + Upscaling 倍增 - + Enable FSR Upscaling 启用 FSR 倍增 - + RCAS Sharpening Strength RCAS 锐化强度 - + 100 100 - + Shader Mode 着色器模式 - + Number of Shader Compiler Threads 着色器编译执行绪数 - + Write Color Buffers 写入色彩缓冲 - + Strict Rendering Mode 精密渲染模式 - + VSync 垂直同步 - + Stretch To Display Area 延伸显示区域 - + Enable 3D 启用 3D - + Disable Vertex Cache 停用顶点快取 - + Multithreaded RSX RSX 多执行绪 - + Asynchronous Texture Streaming 非同步纹理流 - + Audio 声音 - + Audio Out 声音输出 - + Audio Channels 音讯声道 - + Audio Settings 声音设定 - + Dump to File 倾印至档案 - + Convert to 16-bit 转换为 16 位元 - + Volume 音量 - + Master: 0% 主要: 0% - + Buffering 缓冲区 - + Enable Buffering 启用缓冲 - + Audio Buffer Duration: 0ms 音讯缓冲存续期间: 0 毫秒 - + Enable Time Stretching 启用时间延伸 - + Time Stretching Threshold: 0% 时间延伸定限: 0% - + Microphone Settings 麦克风设定 - + Microphone Type: 麦克风类型: - + Mic1: Mic1: - + Mic3: Mic3: - + Mic2: Mic2: - + Mic4: Mic4: - + I/O 输入/输出 - + Keyboard Handler 键盘处理程序 - + Camera Input 相机输入 - + Move Handler Move 处理程序 - + Mouse Handler 滑鼠处理程序 - + Buzz! emulated controller Buzz! 仿真控制器 - + DJ Hero emulated turntable DJ Hero 模拟转盘 - - Approximate xfloat - 近似 xfloat - - - + Music Handler 音乐处理程序 - + Camera Flip 相机翻转 - + Camera Handler 相机处理程序 - + Guitar Hero Live emulated guitar Guitar Hero Live 模拟吉他 - + Camera 相机 - + Pad Handler Mode PAD 处理模式 - + System 系统 - + Console Language 控制台语言 - + Keyboard Type 键盘类型 - + Homebrew 自制 - + Enable /host_root/ 启用 /host_root/ - + Console Region 控制台区域 - + Console Time 控制台时间 - + Set to Now 设定为现在 - + Enter Button Assignment 输入按钮指定 - + Disk cache 磁碟快取 - + Clear cache automatically 自动清理快取 - + Cache size: 3072 MB 快取大小: 3072 MB - + Network 网路 - + Network Configuration 网路组态 - + Network Status 网路状态 - + DNS DNS - + IP/Hosts switches IP/主机开关 - + PSN Configuration PSN 组态 - + PSN Status PSN 状态 - + Advanced 进阶 - - + + Core 核心 - + Debug Console Mode 侦错控制台模式 - + Accurate DFMA Accurate LLVM DFMA 准确的 DFMA - + PPU LLVM Precompilation PPU LLVM 预编译 - + Delay each odd MFC Command 延迟每个奇数 MFC 指令 - + Silence All Logs 静置全部日志 - + Sleep Timers Accuracy 睡眠定时器的准确性 - + Maximum Number of SPURS Threads 最大 SPURS 执行绪数 - + Firmware Libraries 韧体库 - + Read Depth Buffers 读取深度缓冲 - + Write Depth Buffers 写入深度缓冲 - + Read Color Buffers 读取色彩缓冲 - + Disable On-Disk Shader Cache 停用磁碟着色器快取 - + Disable native float16 support 停用本机 float16 支援 - + Allow Host GPU Labels (Experimental) 允许主机 GPU 标号 (实验性) - + Vulkan Queue Scheduler Vulkan 伫列排程器 - + Driver Wake-Up Delay 驱动器唤醒延迟 - + 1 μs 1 微秒 - + VBlank Frequency VBlank 频率 - + 60 Hz 60 Hz - + 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 - + Metal Semaphore Metal 信号量 - + Accurate RSX reservation access 准确的 RSX 预存取 - + + SPU XFloat Accuracy + SPU XFloat 准确性 + + + PPU Non-Java Mode Fixup PPU 非 Java 模式修复 - + Accurate PPU Saturation Bit 准确的 PPU 饱和位 - + Accurate PPU Non-Java Mode 准确的 PPU 非 Java 模式 - + PPU Vector NaN Fixup PPU 向量 NaN 修复 - + Accurate PPU Vector NaN Handling 准确的 PPU 向量 NaN 处理 - + Accurate PPU Float Condition Control 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 @@ -10383,7 +10393,7 @@ Check your email for your token! 设定 - + Changing the thread scheduler is not supported on CPUs with less than %0 threads. Control how RPCS3 utilizes the threads of your system. @@ -10394,142 +10404,157 @@ Each option heavily depends on the game and on your CPU, it's recommended t 每个选项在很大程度上取决于游戏和您的 CPU,建议您尝试每个选项以找出执行效果最好的选项。 - + Auto Preferred SPU threads 自动 - + Haswell/Broadwell TSX Warning Haswell/Broadwell TSX 警告 - + Not supported Enable TSX 不支援 - + Unfortunately, your CPU model does not support this instruction set. Unfortunately your CPU model does not support this instruction set. Enable TSX 很可惜,你的 CPU 型号不支援此指令集。 - + 1280x720 (Recommended) Resolution 1280x720 (建议) - + Auto Anisotropic filter override 自动 - + %1x Anisotropic filter override %1x - + Auto Number of Shader Compiler Threads 自动 - + 100% (Default) Resolution scale 100% (预设) - + %1% (%2x%3) Resolution scale %1% (%2x%3) - + %1x%1 (Default) Minimum scalable dimension %1x%1 (预设) - + %1x%1 Minimum scalable dimension %1x%1 - + %1% (Default) %1% (预设) - + %1% %1% - + Disabled MSAA 停用 - + Not needed for %0 renderer Graphics adapter “%0”无需渲染 - + Master: %0 % Master volume 主要: %0 % - + Audio Buffer Duration: %0 ms Audio buffer duration 音讯缓冲存续期间: %0 毫秒 - + Time Stretching Threshold: %0 % Time stretching threshold 时间延伸定限: %0 % - + dd MMM yyyy HH:mm yyyy年M月d日 HH:mm - + Maximum size: %0 MB Maximum cache size 最大容量: %0 MB - + Unlimited (Default) Max SPURS threads 无限制 (预设) - + Precise (Slowest) Precise (Default) 准确 (最慢) - + + Accurate XFloat + 准确 XFloat + + + + Approximate XFloat + 近似 XFloat + + + + Relaxed XFloat + 放缓 XFloat + + + <p style="white-space: nowrap;"> RPCS3 has detected that you are using TSX functions on a Haswell or Broadwell CPU.<br> @@ -10550,12 +10575,12 @@ Each option heavily depends on the game and on your CPU, it's recommended t - + TSX-FA Warning TSX-FA 警告 - + <p style="white-space: nowrap;"> RPCS3 has detected your CPU only supports TSX-FA.<br> @@ -10574,172 +10599,172 @@ Each option heavily depends on the game and on your CPU, it's recommended t - + Approximate (Fast) 近似 (快速) - + Relaxed (Fastest) 放缓 (最快) - + None Camera Device - + Default Camera Device 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 @@ -10757,84 +10782,84 @@ 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。 diff --git a/qt/translations/rpcs3_zh_TW.qm b/qt/translations/rpcs3_zh_TW.qm index e8682d6..a9ebdb8 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 d35fe60..3a8ccd1 100644 --- a/qt/translations/rpcs3_zh_TW.ts +++ b/qt/translations/rpcs3_zh_TW.ts @@ -325,22 +325,22 @@ QObject - + Invalid command-line arguments! 無效的指令行引數! - + Cannot perform multiple installations at the same time! 無法同時執行多個安裝! - + Missing command-line arguments! 缺少命令行引數! - + Cannot run no-gui mode without boot target. Terminating... 沒有啟動目標就無法執行無 GUI 模式。 @@ -699,18 +699,18 @@ If you experience issues, use the ASMJIT Recompiler. - Adds extra accuracy to SPU float vectors processing. + 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. Adds extra 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 Fast or LLVM. - 為 SPU 浮點向量處理增加了附加的準確性。 +This setting is only applied when SPU Decoder is set to Dynamic or LLVM. + 控制 SPU 浮點向量處理的準確性。 以效能付出修正各種遊戲中的錯誤。 -僅當 SPU 譯碼器設定為「動態」或「 LLVM」時,才應用此設定。 +僅當 SPU 譯碼器設定為「動態」或「 LLVM」時,才能應用此設定。 - + 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. @@ -722,7 +722,7 @@ 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. @@ -734,7 +734,7 @@ 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. @@ -743,7 +743,7 @@ 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。 @@ -751,7 +751,7 @@ 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. @@ -760,7 +760,7 @@ 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. @@ -769,7 +769,7 @@ 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. @@ -778,7 +778,7 @@ Never use this. 請勿使用。 - + Creates SPU logs. Only useful to developers. Never use this. @@ -787,7 +787,7 @@ Never use this. 請勿使用。 - + Creates MFC logs. Only useful to developers. Never use this. @@ -796,7 +796,7 @@ 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. @@ -807,30 +807,30 @@ 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. @@ -839,12 +839,12 @@ 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. @@ -855,7 +855,7 @@ 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. @@ -864,7 +864,7 @@ 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. @@ -875,28 +875,28 @@ 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. @@ -907,53 +907,53 @@ 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。 @@ -985,23 +985,14 @@ Numerical values control whether or not to enable the accurate version based on 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。 - - Default accuracy for 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. - SPU 浮點向量處理的預設準確性。 -以效能付出修正各種遊戲中的錯誤。 -僅當 SPU 譯碼器設定為「動態」或「 LLVM」時,才應用此設定。 - - - + 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. @@ -1010,42 +1001,42 @@ 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。 - + Determines how MoltenVK will simulate vkSemaphore on the Metal API. Software emulation is the slowest, but most accurate option. However, it can cause tearing. MTLEvent is faster, but not available under Rosetta (if MTLEvent preferred is selected, MTLFence is used; otherwise, emulation is used). @@ -1056,17 +1047,17 @@ MTLEvent 更快,但在 Rosetta 下不可用 (如果選擇了 MTLEvent 首選 MTLFence 比模擬更快,但可能隨機導致同步問題。 - + 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. @@ -1075,7 +1066,7 @@ 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. @@ -1084,33 +1075,33 @@ 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. @@ -1122,7 +1113,7 @@ 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. @@ -1134,30 +1125,30 @@ 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. @@ -1166,42 +1157,42 @@ 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. @@ -1210,65 +1201,65 @@ 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. @@ -1283,19 +1274,19 @@ 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. @@ -1306,7 +1297,7 @@ If that happens, set value to anything other than Off. 如果發生這種情形,請將值設定為「關閉」以外的任何值。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1315,7 +1306,7 @@ 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. @@ -1327,7 +1318,7 @@ Keep this on Automatic if you want to use the original setting used by a real PS 使用真正的 PS3 原始設定,將此保持為「自動」。 - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1336,7 +1327,7 @@ Set this value to 100% if you want to use the normal Resolution options. - + 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. @@ -1348,7 +1339,7 @@ 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. @@ -1357,12 +1348,12 @@ 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. @@ -1373,7 +1364,7 @@ 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. @@ -1382,12 +1373,12 @@ 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. @@ -1399,7 +1390,7 @@ 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. @@ -1408,7 +1399,7 @@ 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. @@ -1417,28 +1408,28 @@ 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. @@ -1450,7 +1441,7 @@ 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。 - + 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. @@ -1465,13 +1456,13 @@ 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. @@ -1480,7 +1471,7 @@ 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. @@ -1492,49 +1483,49 @@ 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. @@ -1545,24 +1536,24 @@ 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. @@ -1571,21 +1562,21 @@ 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. @@ -1594,28 +1585,28 @@ 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. @@ -1624,7 +1615,7 @@ 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. @@ -1633,7 +1624,7 @@ 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. @@ -1644,7 +1635,7 @@ 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. @@ -1655,36 +1646,36 @@ 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. @@ -1693,7 +1684,7 @@ 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. @@ -1702,7 +1693,7 @@ 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. @@ -1714,14 +1705,14 @@ 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. @@ -1734,139 +1725,139 @@ 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。 @@ -4356,179 +4347,179 @@ 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 - + 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 @@ -8109,7 +8100,7 @@ Log: %0 - + Errors were found in the patch file. Log: @@ -8120,28 +8111,45 @@ Log: %0 - + + Errors were found in the patch file. + 在補綴檔中發現錯誤。 + + + + + To see the error log, please click "Show Details". + 要觀看錯誤日誌,請點選 "顯示詳細資料"。 + + + + + %0 + %0 + + + Downloading latest patches 下載最新補綴 - - + + Download successful 下載成功 - + Your patch file is already up to date. 您的補綴檔已經是最新的。 - + Update patches? 更新補綴檔? - + New patches are available. Do you want to update? @@ -8150,12 +8158,12 @@ Do you want to update? 你想更新嗎? - + Your patch file is now up to date 您的補綴檔現在是最新的 - + Errors were found in the downloaded patch file. Log: @@ -8165,6 +8173,11 @@ Log: 日誌: %0 + + + Errors were found in the downloaded patch file. + 在下載的補綴檔中發現錯誤。 + Import successful @@ -8200,8 +8213,10 @@ Make sure that all the patches located in "%0" contain the proper form 補綴檔已通過驗證。 - - + + + + Validation failed 驗證失敗 @@ -9258,72 +9273,67 @@ Check your email for your token! SPU 譯碼器 - - + + Additional Settings 其它設定 - + Enable SPU loop detection Lower SPU thread priority 啟用 SPU 循環偵測 - - Accurate xfloat - 準確的 xfloat - - - + Full Width AVX-512 全寬 AVX-512 - + TSX Instructions TSX 指令 - + SPU Block Size SPU 塊大小 - + Preferred SPU Threads SPU 執行緒優先權 - + Thread Scheduler 執行緒排程器 - - - - - - - - - - + + + + + + + + + + Description 描述 - - - - - - - - - - + + + + + + + + + + Point your mouse at an option to display a description in here. @@ -9334,1033 +9344,1033 @@ Check your email for your token! - - - + + + GPU GPU - + Renderer 渲染 - + Graphics Device 圖形裝置 - + Aspect Ratio 寬高比 - + Framelimit 框限制 - + Anisotropic Filter 非等方性過濾 - + Anti-Aliasing 反鋸齒 - + ZCULL Accuracy ZCULL 準確性 - + Default Resolution 預設解析度 - + Resolution Scale (Disable Strict Mode) 解析度比例 (停用精密模式) - + 50 50 - + 800 800 - - - + + + 0 0 - - - - - - - - + + + + + + + + Reset 重設 - + Resolution Scale Threshold 解析度比例定限 - + 1 1 - + 1024 1024 - + 1x1 1x1 - + Upscaling 倍增 - + Enable FSR Upscaling 啟用 FSR 倍增 - + RCAS Sharpening Strength RCAS 銳化強度 - + 100 100 - + Shader Mode 著色器模式 - + Number of Shader Compiler Threads 著色器編譯執行緒數 - + Write Color Buffers 寫入色彩緩衝 - + Strict Rendering Mode 精密渲染模式 - + VSync 垂直同步 - + Stretch To Display Area 延伸顯示區域 - + Enable 3D 啟用 3D - + Disable Vertex Cache 停用頂點快取 - + Multithreaded RSX RSX 多執行緒 - + Asynchronous Texture Streaming 非同步紋理流 - + Audio 聲音 - + Audio Out 聲音輸出 - + Audio Channels 音訊聲道 - + Audio Settings 聲音設定 - + Dump to File 傾印至檔案 - + Convert to 16-bit 轉換為 16 位元 - + Volume 音量 - + Master: 0% 主要: 0% - + Buffering 緩衝區 - + Enable Buffering 啟用緩衝 - + Audio Buffer Duration: 0ms 音訊緩衝存續期間: 0 毫秒 - + Enable Time Stretching 啟用時間延伸 - + Time Stretching Threshold: 0% 時間延伸定限: 0% - + Microphone Settings 麥克風設定 - + Microphone Type: 麥克風類型: - + Mic1: Mic1: - + Mic3: Mic3: - + Mic2: Mic2: - + Mic4: Mic4: - + I/O 輸入/輸出 - + Keyboard Handler 鍵盤處理程序 - + Camera Input 相機輸入 - + Move Handler Move 處理程序 - + Mouse Handler 滑鼠處理程序 - + Buzz! emulated controller Buzz! 仿真控制器 - + DJ Hero emulated turntable DJ Hero 模擬轉盤 - - Approximate xfloat - 近似 xfloat - - - + Music Handler 音樂處理程序 - + Camera Flip 相機翻轉 - + Camera Handler 相機處理程序 - + Guitar Hero Live emulated guitar Guitar Hero Live 模擬吉他 - + Camera 相機 - + Pad Handler Mode PAD 處理模式 - + System 系統 - + Console Language 控制台語言 - + Keyboard Type 鍵盤類型 - + Homebrew 自製 - + Enable /host_root/ 啟用 /host_root/ - + Console Region 控制台區域 - + Console Time 控制台時間 - + Set to Now 設定為現在 - + Enter Button Assignment 輸入按鈕指定 - + Disk cache 磁碟快取 - + Clear cache automatically 自動清理快取 - + Cache size: 3072 MB 快取大小: 3072 MB - + Network 網路 - + Network Configuration 網路組態 - + Network Status 網路狀態 - + DNS DNS - + IP/Hosts switches IP/主機開關 - + PSN Configuration PSN 組態 - + PSN Status PSN 狀態 - + Advanced 進階 - - + + Core 核心 - + Debug Console Mode 偵錯控制台模式 - + Accurate DFMA Accurate LLVM DFMA 準確的 DFMA - + PPU LLVM Precompilation PPU LLVM 預編譯 - + Delay each odd MFC Command 延遲每個奇數 MFC 指令 - + Silence All Logs 靜置全部日誌 - + Sleep Timers Accuracy 睡眠定時器的準確性 - + Maximum Number of SPURS Threads 最大 SPURS 執行緒數 - + Firmware Libraries 韌體庫 - + Read Depth Buffers 讀取深度緩衝 - + Write Depth Buffers 寫入深度緩衝 - + Read Color Buffers 讀取色彩緩衝 - + Disable On-Disk Shader Cache 停用磁碟著色器快取 - + Disable native float16 support 停用本機 float16 支援 - + Allow Host GPU Labels (Experimental) 允許主機 GPU 標號 (實驗性) - + Vulkan Queue Scheduler Vulkan 佇列排程器 - + Driver Wake-Up Delay 驅動器喚醒延遲 - + 1 µs 1 微秒 - + VBlank Frequency VBlank 頻率 - + 60 Hz 60 Hz - + 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 - + Metal Semaphore Metal 信號量 - + Accurate RSX reservation access 準確的 RSX 預存取 - + + SPU XFloat Accuracy + SPU XFloat 準確性 + + + PPU Non-Java Mode Fixup PPU 非 Java 模式修復 - + Accurate PPU Saturation Bit 準確的 PPU 飽和位 - + Accurate PPU Non-Java Mode 準確的 PPU 非 Java 模式 - + PPU Vector NaN Fixup PPU 向量 NaN 修復 - + Accurate PPU Vector NaN Handling 準確的 PPU 向量 NaN 處理 - + Accurate PPU Float Condition Control 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 @@ -10383,7 +10393,7 @@ Check your email for your token! 設定 - + Changing the thread scheduler is not supported on CPUs with less than %0 threads. Control how RPCS3 utilizes the threads of your system. @@ -10394,142 +10404,157 @@ Each option heavily depends on the game and on your CPU, it's recommended t 每個選項在很大程度上取決於遊戲和您的 CPU,建議您嘗試每個選項以找出執行效果最好的選項。 - + Auto Preferred SPU threads 自動 - + Haswell/Broadwell TSX Warning Haswell/Broadwell TSX 警告 - + Not supported Enable TSX 不支援 - + Unfortunately, your CPU model does not support this instruction set. Unfortunately your CPU model does not support this instruction set. Enable TSX 很可惜,你的 CPU 型號不支援此指令集。 - + 1280x720 (Recommended) Resolution 1280x720 (建議) - + Auto Anisotropic filter override 自動 - + %1x Anisotropic filter override %1x - + Auto Number of Shader Compiler Threads 自動 - + 100% (Default) Resolution scale 100% (預設) - + %1% (%2x%3) Resolution scale %1% (%2x%3) - + %1x%1 (Default) Minimum scalable dimension %1x%1 (預設) - + %1x%1 Minimum scalable dimension %1x%1 - + %1% (Default) %1% (預設) - + %1% %1% - + Disabled MSAA 停用 - + Not needed for %0 renderer Graphics adapter 「%0」無需渲染 - + Master: %0 % Master volume 主要: %0 % - + Audio Buffer Duration: %0 ms Audio buffer duration 音訊緩衝存續期間: %0 毫秒 - + Time Stretching Threshold: %0 % Time stretching threshold 時間延伸定限: %0 % - + dd MMM yyyy HH:mm yyyy年M月d日 HH:mm - + Maximum size: %0 MB Maximum cache size 最大容量: %0 MB - + Unlimited (Default) Max SPURS threads 無限制 (預設) - + Precise (Slowest) Precise (Default) 準確 (最慢) - + + Accurate XFloat + 準確 XFloat + + + + Approximate XFloat + 近似 XFloat + + + + Relaxed XFloat + 放緩 XFloat + + + <p style="white-space: nowrap;"> RPCS3 has detected that you are using TSX functions on a Haswell or Broadwell CPU.<br> @@ -10550,12 +10575,12 @@ Each option heavily depends on the game and on your CPU, it's recommended t - + TSX-FA Warning TSX-FA 警告 - + <p style="white-space: nowrap;"> RPCS3 has detected your CPU only supports TSX-FA.<br> @@ -10574,172 +10599,172 @@ Each option heavily depends on the game and on your CPU, it's recommended t - + Approximate (Fast) 近似 (快速) - + Relaxed (Fastest) 放緩 (最快) - + None Camera Device - + Default Camera Device 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 @@ -10757,84 +10782,84 @@ 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。