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Improve the language of graphical option tooltips
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jellysquid3 committed Jan 19, 2024
1 parent e995570 commit cf27e14
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Showing 2 changed files with 22 additions and 23 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -147,7 +147,7 @@ public static OptionPage quality() {
.add(OptionImpl.createBuilder(CloudRenderMode.class, vanillaOpts)
.setName(Text.translatable("options.renderClouds"))
.setTooltip(Text.translatable("sodium.options.clouds_quality.tooltip"))
.setControl(option -> new CyclingControl<>(option, CloudRenderMode.class, new Text[] { Text.translatable("addServer.resourcePack.disabled"), Text.literal("2D"), Text.literal("3D") }))
.setControl(option -> new CyclingControl<>(option, CloudRenderMode.class, new Text[] { Text.translatable("options.off"), Text.translatable("options.graphics.fast"), Text.translatable("options.graphics.fancy") }))
.setBinding((opts, value) -> {
opts.getCloudRenderMode().setValue(value);

Expand Down Expand Up @@ -203,22 +203,21 @@ public static OptionPage quality() {
.setTooltip(Text.translatable("sodium.options.entity_distance.tooltip"))
.setControl(option -> new SliderControl(option, 50, 500, 25, ControlValueFormatter.percentage()))
.setBinding((opts, value) -> opts.getEntityDistanceScaling().setValue(value / 100.0), opts -> Math.round(opts.getEntityDistanceScaling().getValue().floatValue() * 100.0F))
.setImpact(OptionImpact.MEDIUM)
.setImpact(OptionImpact.HIGH)
.build()
)
.add(OptionImpl.createBuilder(boolean.class, vanillaOpts)
.setName(Text.translatable("options.entityShadows"))
.setTooltip(Text.translatable("sodium.options.entity_shadows.tooltip"))
.setControl(TickBoxControl::new)
.setBinding((opts, value) -> opts.getEntityShadows().setValue(value), opts -> opts.getEntityShadows().getValue())
.setImpact(OptionImpact.LOW)
.setImpact(OptionImpact.MEDIUM)
.build())
.add(OptionImpl.createBuilder(boolean.class, sodiumOpts)
.setName(Text.translatable("sodium.options.vignette.name"))
.setTooltip(Text.translatable("sodium.options.vignette.tooltip"))
.setControl(TickBoxControl::new)
.setBinding((opts, value) -> opts.quality.enableVignette = value, opts -> opts.quality.enableVignette)
.setImpact(OptionImpact.LOW)
.build())
.build());

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38 changes: 19 additions & 19 deletions src/main/resources/assets/sodium/lang/en_us.json
Original file line number Diff line number Diff line change
Expand Up @@ -10,47 +10,47 @@
"sodium.options.view_distance.tooltip": "The render distance controls how far away terrain will be rendered. Shorter distances mean that less terrain will be rendered, improving frame rates.",
"sodium.options.simulation_distance.tooltip": "The simulation distance controls how far away terrain and entities will be loaded and ticked. Shorter distances can reduce the internal server's load and may improve frame rates.",
"sodium.options.brightness.tooltip": "Controls the brightness (gamma) of the game.",
"sodium.options.gui_scale.tooltip": "Sets the maximum scale factor to be used for the user interface. If 'auto' is used, then the largest scale factor will always be used.",
"sodium.options.gui_scale.tooltip": "Sets the maximum scale factor to be used for the user interface. If \"auto\" is used, then the largest scale factor will always be used.",
"sodium.options.fullscreen.tooltip": "If enabled, the game will display in full-screen (if supported).",
"sodium.options.v_sync.tooltip": "If enabled, the game's frame rate will be synchronized to the monitor's refresh rate, making for a generally smoother experience at the expense of overall input latency. This setting might reduce performance if your system is too slow.",
"sodium.options.fps_limit.tooltip": "Limits the maximum number of frames per second. This can help reduce battery usage and general system load when multi-tasking. If VSync is enabled, this option will be ignored unless it is lower than your display's refresh rate.",
"sodium.options.view_bobbing.tooltip": "If enabled, the player's view will sway and bob when moving around. Players who experience motion sickness while playing can benefit from disabling this.",
"sodium.options.fps_limit.tooltip": "Limits the maximum number of frames per second. This can help reduce battery usage and system load when multi-tasking. If VSync is enabled, this option will be ignored unless it is lower than your display's refresh rate.",
"sodium.options.view_bobbing.tooltip": "If enabled, the player's view will sway and bob when moving around. Players who experience motion sickness while playing may benefit from disabling this.",
"sodium.options.attack_indicator.tooltip": "Controls where the Attack Indicator is displayed on screen.",
"sodium.options.autosave_indicator.tooltip": "If enabled, an indicator will be shown when the game is saving the world to disk.",
"sodium.options.graphics_quality.tooltip": "The default graphics quality controls some legacy options and is necessary for mod compatibility. If the options below are left to \"Default\", they will use this setting.",
"sodium.options.clouds_quality.tooltip": "Controls the presence of rendered clouds in the sky.",
"sodium.options.weather_quality.tooltip": "Controls the quality of rain and snow effects.",
"sodium.options.clouds_quality.tooltip": "The quality level used for rendering clouds in the sky. Even though the options are labeled \"Fast\" and \"Fancy\", the effect on performance is negligible.",
"sodium.options.weather_quality.tooltip": "Controls the distance that weather effects, such as rain and snow, will be rendered.",
"sodium.options.leaves_quality.name": "Leaves",
"sodium.options.leaves_quality.tooltip": "Controls the quality of leaves.",
"sodium.options.leaves_quality.tooltip": "Controls whether leaves will be rendered as transparent (fancy) or opaque (fast).",
"sodium.options.particle_quality.tooltip": "Controls the maximum number of particles which can be present on screen at any one time.",
"sodium.options.smooth_lighting.tooltip": "Controls whether blocks will be smoothly lit and shaded. This slightly increases the amount of time needed to re-build a chunk, but doesn't affect frame rates.",
"sodium.options.smooth_lighting.tooltip": "Enables the smooth lighting and shading of blocks in the world. This can very slightly increase the amount of time it takes to load or update a chunk, but it doesn't affect frame rates.",
"sodium.options.biome_blend.value": "%s block(s)",
"sodium.options.biome_blend.tooltip": "Controls the range which biomes will be sampled for block colorization. Higher values greatly increase the amount of time it takes to build chunks for diminishing improvements in quality.",
"sodium.options.entity_distance.tooltip": "Controls how far away entities can render from the player. Higher values increase the render distance at the expense of frame rates.",
"sodium.options.biome_blend.tooltip": "The distance (in blocks) which biome colors are smoothly blended across. Using higher values will greatly increase the amount of time it takes to load or update chunks, for diminishing improvements in quality.",
"sodium.options.entity_distance.tooltip": "The render distance multiplier used by entity rendering. Smaller values decrease, and larger values increase, the maximum distance at which entities will be rendered.",
"sodium.options.entity_shadows.tooltip": "If enabled, basic shadows will be rendered beneath mobs and other entities.",
"sodium.options.vignette.name": "Vignette",
"sodium.options.vignette.tooltip": "If enabled, a vignette effect will be rendered on the player's view. This is very unlikely to make a difference to frame rates unless you are fill-rate limited.",
"sodium.options.mipmap_levels.tooltip": "Controls the number of mipmaps which will be used for block model textures. Higher values provide better rendering of blocks in the distance, but may adversely affect performance with many animated textures.",
"sodium.options.vignette.tooltip": "If enabled, a vignette effect will be applied when the player is in darker areas, which makes the overall image darker and more dramatic.",
"sodium.options.mipmap_levels.tooltip": "Controls the number of mipmaps which will be used for block model textures. Higher values provide better rendering of blocks in the distance, but could adversely affect performance with resource packs that use many animated textures.",
"sodium.options.use_block_face_culling.name": "Use Block Face Culling",
"sodium.options.use_block_face_culling.tooltip": "If enabled, only the sides of blocks which are facing the camera will be submitted for rendering. This can eliminate a large number of block faces very early in the rendering process, saving memory bandwidth and time on the GPU. Some resource packs may have issues with this option, so try disabling it if you're seeing holes in blocks.",
"sodium.options.use_block_face_culling.tooltip": "If enabled, only the faces of blocks which are facing the camera will be submitted for rendering. This can eliminate a large number of block faces very early in the rendering process, which greatly improves rendering performance. Some resource packs may have issues with this option, so try disabling it if you're seeing holes in blocks.",
"sodium.options.use_fog_occlusion.name": "Use Fog Occlusion",
"sodium.options.use_fog_occlusion.tooltip": "If enabled, chunks which are determined to be fully hidden by fog effects will not be rendered, helping to improve performance. The improvement can be more dramatic when fog effects are heavier (such as while underwater), but it may cause undesirable visual artifacts between the sky and fog in some scenarios.",
"sodium.options.use_entity_culling.name": "Use Entity Culling",
"sodium.options.use_entity_culling.tooltip": "If enabled, entities determined not to be in any visible chunks will be skipped during rendering. This can help improve performance by avoiding the rendering of entities located underground or behind walls.",
"sodium.options.use_entity_culling.tooltip": "If enabled, entities which are within the camera viewport, but not inside of a visible chunk, will be skipped during rendering. This optimization uses the visibility data which already exists for chunk rendering and does not add overhead.",
"sodium.options.animate_only_visible_textures.name": "Animate Only Visible Textures",
"sodium.options.animate_only_visible_textures.tooltip": "If enabled, only animated textures determined to be visible will be updated. This can provide a significant boost to frame rates on some hardware, especially with heavier resource packs. If you experience issues with some textures not being animated, try disabling this option.",
"sodium.options.animate_only_visible_textures.tooltip": "If enabled, only the animated textures which are determined to be visible in the current image will be updated. This can provide a significant performance improvement on some hardware, especially with heavier resource packs. If you experience issues with some textures not being animated, try disabling this option.",
"sodium.options.cpu_render_ahead_limit.name": "CPU Render-Ahead Limit",
"sodium.options.cpu_render_ahead_limit.tooltip": "Specifies the maximum number of frames the CPU can be waiting on the GPU to finish rendering. Very low or high values may create frame rate instability.",
"sodium.options.cpu_render_ahead_limit.tooltip": "For debugging only. Specifies the maximum number of frames which can be in-flight to the GPU. Changing this value is not recommended, as very low or high values may create frame rate instability.",
"sodium.options.cpu_render_ahead_limit.value": "%s frame(s)",
"sodium.options.performance_impact_string": "Performance Impact: %s",
"sodium.options.use_persistent_mapping.name": "Use Persistent Mapping",
"sodium.options.use_persistent_mapping.tooltip": "If enabled, a small amount of memory will be persistently mapped as a staging buffer for chunk uploading, helping to reduce CPU overhead and frame time instability when loading or updating chunks.\n\nRequires OpenGL 4.4 or ARB_buffer_storage.",
"sodium.options.use_persistent_mapping.tooltip": "For debugging only. If enabled, persistent memory mappings will be used for the staging buffer so that unnecessary memory copies can be avoided. Disabling this can be useful for narrowing down the cause of graphical corruption.\n\nRequires OpenGL 4.4 or ARB_buffer_storage.",
"sodium.options.chunk_update_threads.name": "Chunk Update Threads",
"sodium.options.chunk_update_threads.tooltip": "Specifies the number of threads to use for chunk building. Using more threads can speed up chunk loading and update speed, but may negatively impact frame times.",
"sodium.options.chunk_update_threads.tooltip": "Specifies the number of threads to use for chunk building. Using more threads can speed up chunk loading and update speed, but may negatively impact frame times. The default value is usually good enough for all situations.",
"sodium.options.always_defer_chunk_updates.name": "Always Defer Chunk Updates",
"sodium.options.always_defer_chunk_updates.tooltip": "If enabled, rendering will never wait for chunk updates to finish, even if they are important. This can greatly improve frame rates in some scenarios, but it may create significant visual lag in the world.",
"sodium.options.always_defer_chunk_updates.tooltip": "If enabled, rendering will never wait for chunk updates to finish, even if they are important. This can greatly improve frame rates in some scenarios, but it may create significant visual lag where blocks take a while to appear or disappear.",
"sodium.options.use_no_error_context.name": "Use No Error Context",
"sodium.options.use_no_error_context.tooltip": "If enabled, the OpenGL context will be created with error checking disabled. This may slightly improve performance, but it also increases the risk that the game will crash instead of gracefully handling OpenGL errors. You should disable this option if you are experiencing sudden unexplained crashes.",
"sodium.options.use_no_error_context.tooltip": "When enabled, the OpenGL context will be created with error checking disabled. This slightly improves rendering performance, but it can make debugging sudden unexplained crashes much harder.",
"sodium.options.buttons.undo": "Undo",
"sodium.options.buttons.apply": "Apply",
"sodium.options.buttons.donate": "Buy us a coffee!",
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