"value" : "\n1. By default, The widget menu button will be automatically docked to bottom edge, then become almost transparent after staying idle for 2 seconds. \nThis timeout can be changed by entering “Edit” in the widget menu.\n\n2. From %@ edge, slide %d%% screen width to open settings menu\n\n3. From %@ edge, slide %d%% screen width to open toolbox menu\n\n4. Slide from top 40%% of screen edge to avoid sending touch events to PC side\n\nIf the screen shows large green or purple color artifacts: \n\n- Disable variable display refresh rate (G-Sync, Free-Sync) on the PC and set the display refresh rate to match the streaming frame rate.\n\n- If the issue still persists switch to “Legacy” frame pacing, or “Metal” rendering (side menu -> experimental section)"
"value" : "\n1. By default, The widget menu button will be automatically docked to bottom edge, then become almost transparent after staying idle for 2 seconds. \nThis timeout can be changed by entering “Edit” in the widget menu.\n\n2. From %@ edge, slide %d%% screen width to open settings menu\n\n3. From %@ edge, slide %d%% screen width to open toolbox menu\n\n4. Slide from top 40%% of screen edge to avoid sending touch events to PC side"
"value" : "- In general, higher interpolation resolutions require more processing power.\n\n- Most devices with A15 or newer chips can interpolate 60 FPS to 120 FPS at the default interpolation resolution (around 720p).\n\n- Upgrade to iOS 27 to unlock interpolation resolutions above 720p.\n\n- If you experience increased input latency, stuttering, or other issues, lower the interpolation resolution.\n\n- There is always a setting that balances image quality and performance for stable frame interpolation."
"value" : "\nWait!\n\n- VoidLink's standard rendering mode already delivers extremely strong performance, on par with Metal rendering.\n\n- Metal rendering consumes more GPU resources and power, and on some devices it may result in reduced performance.\n\n- Metal render currently is unable to handle HDR content correctly on most devices.\n\n- Metal rendering mode does not support PiP.\n\n- Tapping “Apply” means I acknowledge the above information."
"value" : "\nWait!\n\n- VoidLink's standard rendering mode already delivers extremely strong performance, on par with its own Metal rendering\n\n- Metal HDR rendering requires developer custom shaders, and regardless of any claims otherwise, no Metal renderer can reproduce the VoidLink standard renderer’s device-calibrated HDR accuracy.\n\n- Metal rendering mode does not support PiP.\n\n- Tapping “Apply” means I acknowledge the above information."
}
},
"zh-Hans" : {
"stringUnit" : {
"state" : "needs_review",
"value" : "\n等等!\n\n- VoidLink 标准渲染模式的性能已经非常强,与Metal 渲染处于同一水准。\n\n- Metal 渲染需消耗更多GPU资源和电量,在某些设备上可能会导致性能下降。\n\n- Metal 渲染模式下不支持画中画。\n\n- 目前 Metal 渲染器在大多数设备上无法正确处理 HDR 内容。\n\n点击“应用”表示我已知晓并认可以上信息。"
"state" : "translated",
"value" : "\n等等!\n\n- VoidLink 标准渲染模式的性能已相当出色,不仅与自身的 Metal 渲染器处于同等水准,更大幅超越一些以 vibe coding 打造的所谓 Metal 渲染器。\n\n- Metal 渲染需消耗更多GPU资源和电量,在某些设备上可能会导致性能下降。\n\n- Metal HDR 渲染需要开发者自行编写着色器。无论开发者如何宣称,任何 Metal 渲染器都无法还原 VoidLink 标准渲染器经过设备校准的 HDR 准确性。\n\n- Metal 渲染模式下不支持画中画。\n\n点击“应用”表示我已知晓并认可以上信息。"
}
},
"zh-Hant" : {
"stringUnit" : {
"state" : "translated",
"value" : "\n等等!\n\n- VoidLink 標準渲染模式的效能已經非常強大,與 Metal 渲染處於同等水準。\n\n- Metal 渲染需要消耗更多 GPU 資源與電量,在部分裝置上可能反而會導致效能下降。\n\n- Metal 渲染模式下不支援画中画。\n\n- Metal 渲染器目前在大多数装置上无法正确处理 HDR 内容。\n\n点选「套用」表示我已了解并同意上述说明。"
"state" : "needs_review",
"value" : "\n等等!\n\n- VoidLink 標準算繪模式的效能相當出色,不僅與自身的 Metal 算繪器處於同等水準,更大幅超越一些以 vibe coding 打造的所謂 Metal 算繪器。\n\n- Metal 渲染需要消耗更多 GPU 資源與電量,在部分裝置上可能反而會導致效能下降。\n\n- Metal HDR 算繪需要開發者自行編寫著色器。無論開發者如何宣稱,任何 Metal 算繪器都無法還原 VoidLink 標準算繪器經過裝置校準的 HDR 準確性。\n\n- Metal 渲染模式下不支援画中画。\n\n点选「套用」表示我已了解并同意上述说明。"
}
},
"zh-HK" : {
"stringUnit" : {
"state" : "translated",
"value" : "\n等等!\n\n- VoidLink 標準渲染模式的效能已經非常強大,與 Metal 渲染處於同等水準。\n\n- Metal 渲染需要消耗更多 GPU 資源與電量,在部分裝置上可能反而會導致效能下降。\n\n- Metal 渲染模式下不支援画中画。\n\n- Metal 渲染器目前在大多数装置上无法正确处理 HDR 内容。\n\n点选「套用」表示我已了解并同意上述说明。"
"state" : "needs_review",
"value" : "\n等等!\n\n- VoidLink 標準算繪模式的效能相當出色,不僅與自身的 Metal 算繪器處於同等水準,更大幅超越一些以 vibe coding 打造的所謂 Metal 算繪器。\n\n- Metal 渲染需要消耗更多 GPU 資源與電量,在部分裝置上可能反而會導致效能下降。\n\n- Metal HDR 算繪需要開發者自行編寫著色器。無論開發者如何宣稱,任何 Metal 算繪器都無法還原 VoidLink 標準算繪器經過裝置校準的 HDR 準確性。\n\n- Metal 渲染模式下不支援画中画。\n\n点选「套用」表示我已了解并同意上述说明。"
}
}
}
@@ -12458,19 +12487,25 @@
}
}
},
"Most devices currently support frame interpolation only for 8-bit YUV 4:2:0 SDR video. In this case, if HDR or YUV 4:4:4 is enabled, intermediate frames will still be generated in 8-bit YUV 4:2:0 SDR." : {
"Most devices currently perform frame interpolation using 8-bit YUV 4:2:0 video-range buffers. If HDR or YUV 4:4:4 is enabled, both source and intermediate frames may be processed and rendered in this pixel format, while HDR color characteristics and metadata are preserved." : {
"value" : "目前大多數裝置使用 8-bit YUV 4:2:0 Video Range 格式進行影格插補。如果啟用了 HDR 或 YUV 4:4:4,視訊可能會轉換為此像素格式進行影格插補,同時保留其 HDR 色彩特性與中繼資料。"
}
},
"zh-HK" : {
"stringUnit" : {
"state" : "translated",
"value" : "目前大多數裝置使用 8-bit YUV 4:2:0 Video Range 格式進行影格插補。如果啟用了 HDR 或 YUV 4:4:4,視訊可能會轉換為此像素格式進行影格插補,同時保留其 HDR 色彩特性與中繼資料。"
}
}
}
@@ -17688,25 +17723,25 @@
"en" : {
"stringUnit" : {
"state" : "translated",
"value" : "\n- Standard render has better performance on most devices now.\n\n- The change takes effect the next time you start a stream."
"value" : "- VoidLink's standard rendering mode already delivers extremely strong performance, on par with its own Metal rendering\n\n- Metal HDR rendering requires developer custom shaders, and regardless of any claims otherwise, no Metal renderer can reproduce the VoidLink standard renderer’s device-calibrated HDR accuracy.\n\n- Metal rendering mode does not support PiP.\n\n- Tapping “Apply” means I acknowledge the above information."
"value" : "- VoidLink 标准渲染模式的性能已相当出色,不仅与自身的 Metal 渲染器处于同等水准,更大幅超越一些以 vibe coding 打造的所谓 Metal 渲染器。\n\n- Metal 渲染需消耗更多GPU资源和电量,在某些设备上可能会导致性能下降。\n\n- Metal HDR 渲染需要开发者自行编写着色器。无论开发者如何宣称,任何 Metal 渲染器都无法还原 VoidLink 标准渲染器经过设备校准的 HDR 准确性。\n\n- Metal 渲染模式下不支持画中画。\n\n点击“应用”表示我已知晓并认可以上信息。"
"value" : "- VoidLink 標準算繪模式的效能相當出色,不僅與自身的 Metal 算繪器處於同等水準,更大幅超越一些以 vibe coding 打造的所謂 Metal 算繪器。\n\n- Metal 渲染需要消耗更多 GPU 資源與電量,在部分裝置上可能反而會導致效能下降。\n\n- Metal HDR 算繪需要開發者自行編寫著色器。無論開發者如何宣稱,任何 Metal 算繪器都無法還原 VoidLink 標準算繪器經過裝置校準的 HDR 準確性。\n\n- Metal 渲染模式下不支援画中画。\n\n点选「套用」表示我已了解并同意上述说明。"
"value" : "- VoidLink 標準算繪模式的效能相當出色,不僅與自身的 Metal 算繪器處於同等水準,更大幅超越一些以 vibe coding 打造的所謂 Metal 算繪器。\n\n- Metal 渲染需要消耗更多 GPU 資源與電量,在部分裝置上可能反而會導致效能下降。\n\n- Metal HDR 算繪需要開發者自行編寫著色器。無論開發者如何宣稱,任何 Metal 算繪器都無法還原 VoidLink 標準算繪器經過裝置校準的 HDR 準確性。\n\n- Metal 渲染模式下不支援画中画。\n\n点选「套用」表示我已了解并同意上述说明。"
message:"\n\(LocalizationHelper.localizedString(forKey:"Most devices currently support frame interpolation only for 8-bit YUV 4:2:0 SDR video. In this case, if HDR or YUV 4:4:4 is enabled, intermediate frames will still be generated in 8-bit YUV 4:2:0 SDR."))",
message:"\n\(LocalizationHelper.localizedString(forKey:"Most devices currently perform frame interpolation using 8-bit YUV 4:2:0 video-range buffers. If HDR or YUV 4:4:4 is enabled, both source and intermediate frames may be processed and rendered in this pixel format, while HDR color characteristics and metadata are preserved."))",
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