Describe the DLSS presets instead of showing their bare letters

This commit is contained in:
2026-10-27 10:54:50 +01:00
parent 8d6b4805c8
commit d222f49179
4 changed files with 42 additions and 11 deletions

View File

@@ -41,6 +41,8 @@ public partial class Settings
private void InitGraphics()
{
RenderEngineCb.SelectionChanged += (_, _) => OnBackendChanged();
// The notes are worked out here, not bound, so they follow a change of language by hand.
App.Loc.LanguageChanged += UpdateGraphicsState;
}
private void ApplyGraphicsToUi(SimulatorSettings s)
@@ -266,6 +268,14 @@ public partial class Settings
GrassDistanceRow.IsEnabled = s.Grass;
GrassDensityRow.IsEnabled = s.Grass;
DlssPresetInfo.Text = App.Loc[(SelectedTag(DlssPresetCb) ?? "default") switch
{
"k" => "DlssPresetInfoK",
"j" => "DlssPresetInfoJ",
"m" => "DlssPresetInfoM",
"l" => "DlssPresetInfoL",
_ => "DlssPresetInfoDefault"
}];
SetNote(RenderEngineNote, vulkan ? App.Loc["REVulkanNote"] : App.Loc["REOpenGLNote"]);
SetNote(AntiAliasingNote, AntiAliasingRemark(s, dlss));
SetNote(FrameGenerationNote, FrameGenerationRemark(s, dlss));

View File

@@ -229,13 +229,16 @@
</StackPanel>
</ctl:SettingRow>
<ctl:SettingRow x:Name="DlssPresetRow" ConfigKey="gfx.dlss.preset" Label="{Binding [DlssPreset], Source={x:Static starterNg:App.Loc}}" Description="{Binding [DlssPresetDesc], Source={x:Static starterNg:App.Loc}}">
<ComboBox x:Name="DlssPresetCb" SelectedIndex="0">
<ComboBoxItem Tag="default" Content="{Binding [DlssPresetDefault], Source={x:Static starterNg:App.Loc}}" />
<ComboBoxItem Tag="j" Content="J" />
<ComboBoxItem Tag="k" Content="K" />
<ComboBoxItem Tag="l" Content="L" />
<ComboBoxItem Tag="m" Content="M" />
</ComboBox>
<StackPanel Spacing="6">
<ComboBox x:Name="DlssPresetCb" SelectedIndex="0">
<ComboBoxItem Tag="default" Content="{Binding [DlssPresetDefault], Source={x:Static starterNg:App.Loc}}" />
<ComboBoxItem Tag="k" Content="{Binding [DlssPresetK], Source={x:Static starterNg:App.Loc}}" />
<ComboBoxItem Tag="j" Content="{Binding [DlssPresetJ], Source={x:Static starterNg:App.Loc}}" />
<ComboBoxItem Tag="m" Content="{Binding [DlssPresetM], Source={x:Static starterNg:App.Loc}}" />
<ComboBoxItem Tag="l" Content="{Binding [DlssPresetL], Source={x:Static starterNg:App.Loc}}" />
</ComboBox>
<TextBlock x:Name="DlssPresetInfo" Classes="FieldHint" TextWrapping="Wrap" />
</StackPanel>
</ctl:SettingRow>
<ctl:SettingRow x:Name="FrameGenerationRow" ConfigKey="gfx.framegeneration" Label="{Binding [FrameGeneration], Source={x:Static starterNg:App.Loc}}" Description="{Binding [FrameGenerationDesc], Source={x:Static starterNg:App.Loc}}">
<StackPanel Spacing="6">

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@@ -684,8 +684,17 @@
<String key="AaDlss">DLSS (upscaling)</String>
<String key="AaDlaa">DLAA (native resolution)</String>
<String key="DlssPreset">DLSS preset</String>
<String key="DlssPresetDesc">The DLSS network model. “Default” leaves the choice to the driver.</String>
<String key="DlssPresetDefault">Default</String>
<String key="DlssPresetDesc">The network model DLSS rebuilds the image with. The DLSS mode follows the render scale: about 67% Quality, 58% Balanced, 50% Performance, 33% Ultra Performance.</String>
<String key="DlssPresetDefault">Automatic (chosen by the driver)</String>
<String key="DlssPresetK">K – best image quality</String>
<String key="DlssPresetJ">J – less ghosting, more flicker</String>
<String key="DlssPresetM">M – for Performance mode (about 50%)</String>
<String key="DlssPresetL">L – for Ultra Performance mode (about 33%)</String>
<String key="DlssPresetInfoDefault">K for DLAA, Quality and Balanced, M for Performance, L for Ultra Performance. The driver may change this with an update.</String>
<String key="DlssPresetInfoK">The transformer model with the best image quality, but the most expensive to compute. The default for DLAA, Quality and Balanced.</String>
<String key="DlssPresetInfoJ">Similar to K: slightly less ghosting behind moving objects at the cost of more flicker. NVIDIA recommends K instead.</String>
<String key="DlssPresetInfoM">The model tuned for Performance mode (about 50% scale), its default there. Works out the image exposure itself.</String>
<String key="DlssPresetInfoL">The model tuned for Ultra Performance mode (about 33% scale), its default there. Works out the image exposure itself.</String>
<String key="FrameGeneration">Frame generation</String>
<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>
<String key="FrameGenerationNeedsDlssNote">Frame generation works with DLSS or DLAA only.</String>

View File

@@ -684,8 +684,17 @@
<String key="AaDlss">DLSS (skalowanie)</String>
<String key="AaDlaa">DLAA (natywna rozdzielczość)</String>
<String key="DlssPreset">Preset DLSS</String>
<String key="DlssPresetDesc">Model sieci DLSS. „Domyślny” zostawia wybór sterownikowi.</String>
<String key="DlssPresetDefault">Domyślny</String>
<String key="DlssPresetDesc">Model sieci, którym DLSS odtwarza obraz. Tryb DLSS wynika ze skali renderowania: ok. 67% Jakość, 58% Zrównoważony, 50% Wydajność, 33% Ultra wydajność.</String>
<String key="DlssPresetDefault">Automatyczny (wybiera sterownik)</String>
<String key="DlssPresetK">K – najlepsza jakość obrazu</String>
<String key="DlssPresetJ">J – mniej smużenia, więcej migotania</String>
<String key="DlssPresetM">M – pod tryb Wydajność (ok. 50%)</String>
<String key="DlssPresetL">L – pod tryb Ultra wydajność (ok. 33%)</String>
<String key="DlssPresetInfoDefault">K dla DLAA, Jakości i Zrównoważonego, M dla Wydajności, L dla Ultra wydajności. Sterownik może to zmienić przy aktualizacji.</String>
<String key="DlssPresetInfoK">Model transformer o najlepszej jakości obrazu, ale najdroższy w obliczeniach. Domyślny dla DLAA, Jakości i Zrównoważonego.</String>
<String key="DlssPresetInfoJ">Podobny do K: trochę mniej smug za ruchomymi obiektami kosztem większego migotania. NVIDIA zaleca raczej K.</String>
<String key="DlssPresetInfoM">Model dobrany do trybu Wydajność (skala ok. 50%), w nim domyślny. Sam liczy ekspozycję obrazu.</String>
<String key="DlssPresetInfoL">Model dobrany do trybu Ultra wydajność (skala ok. 33%), w nim domyślny. Sam liczy ekspozycję obrazu.</String>
<String key="FrameGeneration">Generowanie klatek</String>
<String key="FrameGenerationDesc">Dodatkowe klatki wyświetlane między rysowanymi (DLSS Frame Generation). x3 i x4 tylko na kartach RTX 50, słabsze dostaną x2.</String>
<String key="FrameGenerationNeedsDlssNote">Generowanie klatek działa tylko z DLSS albo DLAA.</String>