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https://github.com/MaSzyna-EU07/StarterNG.git
synced 2026-11-07 22:32:27 +01:00
Add graphics presets, eu07.ini import/export and the new simulator settings
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@@ -371,24 +371,15 @@
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<String key="Graphic">Graphics</String>
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<String key="RenderEngine">Render engine</String>
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<String key="RenderEngineDesc">OpenGL rendering path. 'Simplified' and 'Old' use the legacy renderer.</String>
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<String key="REFull">Full</String>
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<String key="REOld">Old</String>
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<String key="RESimpShader">Simplified (legacy)</String>
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<String key="RESimp">Simplified</String>
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<String key="REOff">Disable visual layer</String>
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<String key="REExperimental">Experimental</String>
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<String key="REExperimentalWarning">Note: the experimental renderer is still being developed. It may be unstable, miss parts of the scene or not start on some graphics cards. If the simulator does not start or looks wrong, go back to the “Full” renderer.</String>
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<String key="RenderEngineDesc">OpenGL 4.6 runs everywhere. Vulkan 1.4 adds DLSS, frame generation, Reflex and ray tracing; where it cannot start on this computer the simulator falls back to OpenGL by itself.</String>
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<String key="Resolution">Resolution</String>
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<String key="BufforResolution">Buffer resolution</String>
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<String key="BufforResolutionDesc">Scales the internal render buffer relative to the window resolution.</String>
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<String key="BufforResolution">Render scale</String>
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<String key="BufforResolutionDesc">The size of the scene image relative to the window. With DLSS it is the resolution DLSS upscales from (about 67% quality, 50% performance); DLAA always draws at full resolution.</String>
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<String key="MaxTexResolution">Maximum texture resolution</String>
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<String key="MaxTexCabResolution">Maximum cabin texture resolution</String>
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<String key="TexFilteringQuality">Texture filtering quality</String>
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<String key="TexFilteringQualityDesc">Anisotropic texture filtering level.</String>
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<String key="Multisampling">Multisampling</String>
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<String key="MultisamplingDesc">Anti-aliasing of object edges. Higher settings cost more GPU time.</String>
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<String key="QualityVeryLow">Very low</String>
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<String key="QualityLow">Low</String>
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<String key="QualityNormal">Normal</String>
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@@ -406,7 +397,7 @@
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<String key="RangeVeryHigh">Very high</String>
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<String key="RangeDisabled">Disabled</String>
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<String key="DynamicLights">Dynamic light sources</String>
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<String key="DynamicLightsDesc">Maximum number of simultaneous dynamic light sources.</String>
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<String key="DynamicLightsDesc">How many vehicle headlights shine at once. Used only without clustered lighting.</String>
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<String key="RenderRange">Rendering range</String>
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<String key="RenderRangeDesc">Maximum draw-distance multiplier; the engine lowers it automatically when the FPS drops.</String>
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<String key="FpsLimitEnable">Limit frame rate</String>
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@@ -415,8 +406,6 @@
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<String key="ShadowLimitNone">No limit</String>
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<String key="ShadowLimitShort">Shortened</String>
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<String key="FullscreenWindowed">Automatic resolution (borderless fullscreen)</String>
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<String key="RenderAngleVulkan">Use ANGLE Vulkan renderer</String>
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<String key="RenderAngleVulkanDesc">Runs the ANGLE renderer on Vulkan instead of the default backend. Useful when OpenGL misbehaves.</String>
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<String key="VSync">VSync</String>
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<String key="VSyncDesc">Synchronizes frame rate with the monitor refresh rate.</String>
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<String key="SmokeDisplay">Smoke display</String>
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@@ -427,16 +416,12 @@
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<String key="AdditionalShadersEffects">Additional shader effects</String>
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<String key="ReflectionsCubeMap">Reflections as cubemap</String>
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<String key="ReflectionsCubeMapDesc">Renders reflections into a cube map, so surfaces mirror the surroundings from every direction.</String>
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<String key="SkipPipeline">Simplified depth read (compatibility)</String>
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<String key="SkipPipelineDesc">Alternative depth-buffer read path with MSAA; enable it if your GPU has compatibility issues.</String>
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<String key="RenderVBO">Render VBO</String>
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<String key="RenderVBODesc">Keeps geometry in GPU buffers (faster). Disable only if you have problems with an old GPU.</String>
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<String key="SkipPipeline">Skip the post-processing pipeline</String>
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<String key="SkipPipelineDesc">Draws the scene straight to the screen, without TAA/DLSS, exposure, bloom and blur. Only for problems with the graphics card.</String>
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<String key="RenderShadows">Render shadows</String>
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<String key="ReflectionsFramerate">Reflections refresh rate</String>
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<String key="ShadowsResolution">Shadows resolution</String>
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<String key="ShaderRange">Shadow range</String>
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<String key="CabShadowsRange">Cabin shadow sources range</String>
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<String key="CabShadowsRangeDesc">Distance at which light sources still cast shadows inside the cab. Zero turns cab shadows off.</String>
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<String key="ShadowDisplay">Display shadows</String>
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<String key="ShadowDisplayDesc">Sets which objects cast shadows based on material priority. Lower value = fewer shadows, higher performance.</String>
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@@ -445,7 +430,7 @@
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<String key="CSRAll">All</String>
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<String key="ReflectionsDetails">Reflections detail level</String>
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<String key="ReflectionsDetailsDesc">Which objects are rendered into the reflection cubemap.</String>
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<String key="ReflectionsDetailsDesc">What the environment map and ray traced reflections show.</String>
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<String key="RDTerrain">Terrain geometry only</String>
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<String key="RDTerrainModels">Terrain geometry and static models</String>
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<String key="RDTerrainModelsVehicles">Terrain geometry, static models and vehicles</String>
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@@ -493,7 +478,6 @@
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<String key="Advanced">Advanced</String>
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<String key="CompressTextures">Compress TGA textures</String>
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<String key="ScaleSpeculars">Scale specular highlights (old-model compatibility)</String>
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<String key="UseGLES">Use OpenGL ES</String>
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<String key="ShaderGamma">Gamma correction in shaders</String>
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<String key="ScreenMipmaps">Generate mipmaps for in-cab (Python) screen textures</String>
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<String key="ExtendedModelConversion">Extended E3D model conversion (experimental)</String>
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@@ -626,10 +610,9 @@
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<String key="RuleNew">— new rule —</String>
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<String key="RuleRemove">Remove from rule</String>
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<String key="CatAll">All</String>
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<String key="GfxColResolution">Resolution and textures</String>
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<String key="GfxColRendering">Rendering</String>
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<String key="GfxColShadows">Shadows</String>
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<String key="GfxColReflections">Reflections and view</String>
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<String key="GfxColReflections">Reflections</String>
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<String key="GfxColScripts">Python scripts</String>
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<String key="UartHint">Port name / leave alone / data send rate</String>
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<String key="UartFeature">UARTfeature:</String>
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@@ -671,4 +654,94 @@
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<String key="DevLocation">Copy folder</String>
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<String key="DevRebuild">Rebuild copy</String>
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<String key="DevRebuilt">Rebuilt</String>
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<!-- Graphics: renderer, anti-aliasing, effects, presets, eu07.ini import and export -->
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<String key="Effects">Effects</String>
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<String key="GfxColQuality">Quality and renderer</String>
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<String key="GfxColImage">Resolution and anti-aliasing</String>
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<String key="GfxColTextures">Textures and geometry</String>
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<String key="GfxColLights">Lighting</String>
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<String key="GfxColAtmosphere">Atmosphere and weather</String>
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<String key="GfxColPostFx">Post-processing</String>
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<String key="GfxColNature">Vegetation and particles</String>
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<String key="QualityPreset">Quality preset</String>
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<String key="QualityPresetDesc">Sets the quality of the graphics and effects at once. Resolution, render scale, VSync, field of view, motion blur, chromatic aberration and DLSS stay as they are. After a manual change the preset shows “Custom”.</String>
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<String key="PresetLowest">Lowest</String>
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<String key="PresetLow">Low</String>
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<String key="PresetMedium">Medium</String>
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<String key="PresetHigh">High</String>
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<String key="PresetUltra">Ultra</String>
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<String key="PresetCustom">Custom</String>
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<String key="REOpenGL">OpenGL 4.6</String>
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<String key="REVulkan">Vulkan 1.4</String>
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<String key="REVulkanNote"></String>
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<String key="REOpenGLNote">DLSS, frame generation, Reflex and ray tracing are available with the Vulkan renderer only.</String>
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<String key="VulkanDevice">Graphics card (Vulkan)</String>
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<String key="VulkanDeviceDesc">The number of the card from the list in the log, or part of its name, e.g. “RTX”. Empty: chosen automatically.</String>
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<String key="VulkanDeviceAuto">automatic</String>
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<String key="AntiAliasing">Anti-aliasing</String>
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<String key="AntiAliasingDesc">MSAA smooths the edges of objects, TAA the whole image at the cost of a slight blur. DLSS and DLAA need Vulkan and an NVIDIA RTX card; otherwise the simulator uses TAA.</String>
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<String key="AaTaa">TAA</String>
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<String key="AaDlss">DLSS (upscaling)</String>
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<String key="AaDlaa">DLAA (native resolution)</String>
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<String key="DlssPreset">DLSS preset</String>
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<String key="DlssPresetDesc">The DLSS network model. “Default” leaves the choice to the driver.</String>
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<String key="DlssPresetDefault">Default</String>
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<String key="FrameGeneration">Frame generation</String>
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<String key="FrameGenerationDesc">Extra frames shown between the drawn ones (DLSS Frame Generation). x3 and x4 on RTX 50 cards only, older ones get x2.</String>
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<String key="FrameGenerationNeedsDlssNote">Frame generation works with DLSS or DLAA only.</String>
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<String key="Reflex">NVIDIA Reflex</String>
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<String key="ReflexDesc">Lowers the delay between input and image. Vulkan only.</String>
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<String key="ReflexOn">On</String>
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<String key="ReflexBoost">On + boost</String>
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<String key="ReflexForcedNote">Frame generation turns Reflex on by itself, whatever is chosen here.</String>
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<String key="DlssMissingLibraryNote">{0} is not next to the simulator – without it the simulator cannot use this DLSS feature.</String>
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<String key="DlssNoPlatformNote">DLSS is not available on macOS.</String>
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<String key="TemporalNeedsPipelineNote">TAA and DLSS run in the post-processing – with the post-processing pipeline skipped the edges will not be smoothed.</String>
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<String key="VulkanOnlyNote">Available with the Vulkan renderer only.</String>
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<String key="ShadowSdsm">Shadow cascades fitted to the scene (SDSM)</String>
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<String key="ShadowSdsmDesc">Spreads the resolution of the sun shadows over what is actually in view instead of fixed distances.</String>
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<String key="LightsClustered">Clustered lighting</String>
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<String key="LightsClusteredDesc">Vehicle lights and lamps without a limit on their number. Needed for the point lights of the scenery and the cab lamp.</String>
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<String key="LightShadows">Shadows of lamps and headlights</String>
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<String key="LightShadowsDesc">Shadows cast by the cab lamp, street lamps and vehicle headlights.</String>
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<String key="ContactShadows">Contact shadows</String>
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<String key="ContactShadowsDesc">Small shadows where objects touch, which the shadow map misses.</String>
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<String key="AmbientOcclusion">Ambient occlusion</String>
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<String key="AmbientOcclusionDesc">Darkens corners and creases. GTAO is more accurate than the older SSAO.</String>
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<String key="AmbientOcclusionQuality">Occlusion quality</String>
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<String key="Ssr">Screen space reflections (SSR)</String>
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<String key="SsrDesc">Reflections of what is on screen on wet and smooth surfaces.</String>
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<String key="RayTracing">Ray traced reflections</String>
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<String key="RayTracingDesc">Fills in reflections where SSR finds nothing. Vulkan and a card with ray tracing (ray queries) only.</String>
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<String key="RayTracingRange">Ray tracing range</String>
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<String key="VolumetricFog">Volumetric fog</String>
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<String key="VolumetricFogDesc">Fog with sun shafts, cloud shadows and the light of lamps. Off: the simpler analytic fog.</String>
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<String key="FogQuality">Fog quality</String>
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<String key="Clouds">Volumetric clouds</String>
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<String key="CloudsDesc">The quality of the clouds drawn in the sky.</String>
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<String key="CloudShadows">Cloud shadows on the ground</String>
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<String key="Bloom">Glow of bright areas (bloom)</String>
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<String key="AutoExposure">Automatic exposure</String>
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<String key="AutoExposureDesc">The image brightness follows the scene, e.g. entering a tunnel.</String>
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<String key="Grass">Grass</String>
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<String key="GrassDistance">Grass distance</String>
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<String key="GrassDensity">Grass density</String>
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<String key="Precipitation">Precipitation (particles)</String>
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<String key="PrecipitationDesc">The number of raindrops and snowflakes.</String>
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<String key="LevelOff">Off</String>
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<String key="LevelLow">Low</String>
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<String key="LevelMedium">Medium</String>
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<String key="LevelHigh">High</String>
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<String key="LevelUltra">Ultra</String>
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<String key="SettingsFile">eu07.ini file</String>
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<String key="ImportIni">Import…</String>
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<String key="ImportIniTitle">Import settings from eu07.ini</String>
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<String key="ImportIniFailed">The file could not be read:
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{0}</String>
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<String key="ImportIniDone">Imported {0} – save to keep it</String>
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<String key="ExportIni">Export…</String>
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<String key="ExportIniTitle">Export settings to eu07.ini</String>
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<String key="ExportIniFailed">The file could not be written:
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{0}</String>
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<String key="ExportIniDone">Exported to {0}</String>
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</Language>
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