# game.libretro.boom3 language file
# Addon Name: game.libretro.boom3
# Addon id: game.libretro.boom3
# Addon Provider: libretro
msgid ""
msgstr ""
"Project-Id-Version: game.libretro.boom3\n"
"Report-Msgid-Bugs-To: translations@kodi.tv\n"
"POT-Creation-Date: 2020-01-30 03:06i\n"
"PO-Revision-Date: 2024-12-27 21:45+0000\n"
"Last-Translator: Anonymous <noreply@weblate.org>\n"
"Language-Team: Catalan (Spain) <https://kodi.weblate.cloud/projects/kodi-add-ons-game/game-libretro-boom3/ca_es/>\n"
"Language: ca_es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.9.2\n"

msgctxt "Addon Summary"
msgid "Doom 3 (boom3)"
msgstr ""

msgctxt "Addon Description"
msgid "boom3 is a source code port of the Doom 3 codebase.[CR][CR]See the documentation for a list of required files."
msgstr ""

msgctxt "#30001"
msgid "Frame rate (Restart Required)"
msgstr ""

msgctxt "#30002"
msgid "Internal resolution (Restart Required)"
msgstr ""

msgctxt "#30003"
msgid "Invert Y Axis"
msgstr ""

msgctxt "#30005"
msgid "Quality Preset (requires core restart)"
msgstr ""

msgctxt "#30006"
msgid "Mouse Sensitivity (Keyboard + Mouse mode)"
msgstr ""

msgctxt "#30007"
msgid "Game (Restart Required)"
msgstr ""

msgctxt "#30008"
msgid "Smooth Shadows From Moving Lights"
msgstr ""

msgctxt "#30009"
msgid "Sound Samplerate (Hint) (Restart Required)"
msgstr ""

msgctxt "#30010"
msgid "Color Format (Restart Required)"
msgstr ""

msgctxt "#30011"
msgid "HDR Scene Precision (Restart Required)"
msgstr ""

msgctxt "#30012"
msgid "HDR True Multi-Pass Blending (Restart Required)"
msgstr ""

msgctxt "#30013"
msgid "HDR Luminance-Aware Highlights"
msgstr ""

msgctxt "#30014"
msgid "HDR Scene Headroom"
msgstr ""

msgctxt "#30015"
msgid "HDR Direct Light Projection"
msgstr ""

msgctxt "#30016"
msgid "HDR Specular Boost"
msgstr ""

msgctxt "#30017"
msgid "HDR Bloom"
msgstr ""

msgctxt "#30018"
msgid "HDR Convolution Bloom"
msgstr ""

msgctxt "#30019"
msgid "HDR Expansion"
msgstr ""

msgctxt "#30021"
msgid "Sound: HRTF (Headphones)"
msgstr ""

msgctxt "#30022"
msgid "Unlocked Framerate (Restart Required)"
msgstr ""

msgctxt "#30023"
msgid "Specular Falloff Shape"
msgstr ""

msgctxt "#30024"
msgid "Bloom Selection"
msgstr ""

msgctxt "#30025"
msgid "Specular Antialiasing (Toksvig)"
msgstr ""

msgctxt "#30026"
msgid "Supersampling (2x2)"
msgstr ""

msgctxt "#30027"
msgid "Chromatic Aberration"
msgstr ""

msgctxt "#30028"
msgid "Halation"
msgstr ""

msgctxt "#30029"
msgid "HDR: Bloom Range"
msgstr ""

msgctxt "#30030"
msgid "HDR: Particle Energy"
msgstr ""

msgctxt "#30031"
msgid "Pseudo-Spectral Light Mixing"
msgstr ""

msgctxt "#30032"
msgid "HDR: Emissive Headroom"
msgstr ""

msgctxt "#30033"
msgid "HDR: Display Peak Luminance"
msgstr ""

msgctxt "#30034"
msgid "Display Transform (Tone Curve)"
msgstr ""

msgctxt "#30035"
msgid "Sound: Output Stage"
msgstr ""

msgctxt "#30036"
msgid "Sound: Headroom"
msgstr ""

msgctxt "#30037"
msgid "ACES 2.0: Surround"
msgstr ""

msgctxt "#30038"
msgid "ACES 2.0: Limiting Gamut"
msgstr ""

msgctxt "#30039"
msgid "AgX: Look"
msgstr ""

msgctxt "#30040"
msgid "GT Roll-Off: Toe"
msgstr ""

msgctxt "#30041"
msgid "GT Roll-Off: Linear Length"
msgstr ""

msgctxt "#30042"
msgid "Filmic Log: Contrast"
msgstr ""

msgctxt "#30043"
msgid "Filmic Log: Highlight Range"
msgstr ""

msgctxt "#30044"
msgid "Highlight Hue Preservation"
msgstr ""

msgctxt "#30045"
msgid "Which game the loaded content belongs to. 'Auto' detects Resurrection of Evil when the content sits in a directory named 'd3xp' (the retail layout); override for unconventional layouts."
msgstr ""

msgctxt "#30046"
msgid "Auto (Detect)"
msgstr ""

msgctxt "#30047"
msgid "Doom 3"
msgstr ""

msgctxt "#30048"
msgid "Doom 3: Resurrection of Evil"
msgstr ""

msgctxt "#30049"
msgid "Rebuild moving lights' shadow volumes every rendered frame at the interpolated light position. Removes per-tic shadow popping from rotating/swinging lights at output rates above 60 fps, at some CPU cost. No effect at 60 fps."
msgstr ""

msgctxt "#30050"
msgid "Choose the desired frame rate."
msgstr ""

msgctxt "#30051"
msgid "Auto"
msgstr ""

msgctxt "#30052"
msgid "50fps"
msgstr ""

msgctxt "#30053"
msgid "60fps"
msgstr ""

msgctxt "#30054"
msgid "72fps"
msgstr ""

msgctxt "#30055"
msgid "75fps"
msgstr ""

msgctxt "#30056"
msgid "90fps"
msgstr ""

msgctxt "#30057"
msgid "100fps"
msgstr ""

msgctxt "#30058"
msgid "119fps"
msgstr ""

msgctxt "#30059"
msgid "120fps"
msgstr ""

msgctxt "#30060"
msgid "144fps"
msgstr ""

msgctxt "#30061"
msgid "155fps"
msgstr ""

msgctxt "#30062"
msgid "160fps"
msgstr ""

msgctxt "#30063"
msgid "165fps"
msgstr ""

msgctxt "#30064"
msgid "180fps"
msgstr ""

msgctxt "#30065"
msgid "200fps"
msgstr ""

msgctxt "#30066"
msgid "240fps"
msgstr ""

msgctxt "#30067"
msgid "244fps"
msgstr ""

msgctxt "#30068"
msgid "300fps"
msgstr ""

msgctxt "#30069"
msgid "360fps"
msgstr ""

msgctxt "#30070"
msgid "How framerates above 60 are reached. Interpolation is the classic arrangement and the default: the simulation runs at 60 Hz and the presentation is smoothed between tics. Fixed simulates at the output framerate instead, so every frame drawn is a frame simulated and input is acted on sooner - around 4 ms of average wait at 120 Hz against 8.3 at 60. Fixed costs proportionally more CPU, disables multiplayer, and its savegames are not interchangeable with Interpolation ones: the load menu marks those with the rate they were taken at and will not load them. Applied at startup."
msgstr ""

msgctxt "#30071"
msgid "Interpolation"
msgstr ""

msgctxt "#30072"
msgid "Fixed"
msgstr ""

msgctxt "#30073"
msgid "Output sample rate. 'Auto' asks the frontend for the rate its audio device is actually running at and renders directly at it, so nothing has to resample. Doom 3's assets are authored at 44.1kHz; picking a rate explicitly resamples them once at load instead. Applied at startup."
msgstr ""

msgctxt "#30074"
msgid "32kHz"
msgstr ""

msgctxt "#30075"
msgid "44.1kHz"
msgstr ""

msgctxt "#30076"
msgid "48kHz"
msgstr ""

msgctxt "#30077"
msgid "96kHz"
msgstr ""

msgctxt "#30078"
msgid "24-bit is the standard XRGB8888 output. 30-bit Color (HDR) renders into a 10-bit surface and emits HDR10 (PQ, Rec.2020): use with the frontend's HDR output enabled on an HDR display. The conversion honors the frontend's paper white, peak luminance, and Colour Boost settings, and dithers the 10-bit quantization. 24-bit tone-mapped runs that same scene pipeline - curves, bloom, every enhancement - encoded to the stock 24-bit surface: the full transform family on any SDR display, with no HDR frontend support needed."
msgstr ""

msgctxt "#30079"
msgid "24-bit (Standard)"
msgstr ""

msgctxt "#30080"
msgid "24-bit, tone-mapped"
msgstr ""

msgctxt "#30081"
msgid "30-bit Color (HDR)"
msgstr ""

msgctxt "#30082"
msgid "Scene buffer depth in 30-bit HDR mode. 10-bit quantizes each additive light pass to 10-bit steps and caps accumulation at one stop of headroom via the encoding fold. FP16 (half-float) makes per-pass quantization effectively disappear and removes the accumulation ceiling entirely - light sums build unbounded and roll off only at output. 10-bit also leaves only 2 bits of destination alpha (4 levels instead of 256), so the handful of materials that blend against destination alpha band visibly; FP16 restores full alpha. FP16 costs double the scene buffer bandwidth and requires float render target support (any desktop GPU)."
msgstr ""

msgctxt "#30083"
msgid "10-bit"
msgstr ""

msgctxt "#30084"
msgid "FP16 (Half-Float)"
msgstr ""

msgctxt "#30085"
msgid "FP32 (Full-Float)"
msgstr ""

msgctxt "#30086"
msgid "With an FP16/FP32 scene buffer, lets stacked translucent passes accumulate past white instead of clamping at every pass - overlapping smoke planes, thick fog volumes, and explosion clouds keep their internal structure instead of saturating to flat white, and the sum rolls off only at output. Disable to restore per-pass clamping (the classic look, and an escape hatch if heavy particle overdraw on a float buffer costs too much fillrate on your GPU). No effect on the 10-bit buffer, which clamps in hardware."
msgstr ""

msgctxt "#30087"
msgid "Enabled"
msgstr ""

msgctxt "#30088"
msgid "Disabled"
msgstr ""

msgctxt "#30089"
msgid "When a pixel is too bright for the buffer, roll it off toward its own luminance instead of clipping each colour channel separately. Per-channel clipping changes the colour of anything overbright - stacked fire, muzzle flashes and coolant glows drift toward whichever channel saturated first, which is where the magenta and cyan fringes on bright effects come from. Rolling off toward luminance keeps the hue and lets the pixel fade to white the way a real highlight does. Costs about ten extra shader instructions per fragment. No effect with True Multi-Pass Blending on a float buffer, which has no ceiling to roll off against."
msgstr ""

msgctxt "#30090"
msgid "Preserves overbright lighting in 30-bit HDR mode. The scene is encoded at half intensity so light sums that previously clamped at white survive into the buffer, and the output pass restores scale - clipped highlights (stacked lights, muzzle flashes, specular sums) regain their shape and land above paper white. HUD and menus stay at exactly paper white. Costs exactly one bit of the 10-bit scene buffer, everywhere and not just in shadows: the scene occupies 512 of 1024 codes, and the output dither cannot recover it, because the expand happens before the decode so each surviving code is already two output codes wide. FP16 scene precision is the better answer if your GPU supports it (any desktop GPU does) and makes this option unnecessary - it is automatically bypassed there. No effect in 24-bit mode."
msgstr ""

msgctxt "#30091"
msgid "Bright particle systems become real light sources in 30-bit HDR mode: the largest spark/ember clusters in view drive a small pool of genuine dynamic lights, casting localized diffuse and specular highlights onto nearby surfaces through the engine's normal shading path. Shadowless by design. Each active light adds interaction passes on nearby geometry - the 4-light setting is the performance-heavy choice. Live-switchable."
msgstr ""

msgctxt "#30092"
msgid "2 Lights"
msgstr ""

msgctxt "#30093"
msgid "4 Lights"
msgstr ""

msgctxt "#30094"
msgid "How a specular highlight fades. 'Original' is the game's own curve, which is exactly zero below a threshold - so a surface seen at a distance, whose normals have been averaged down by mipmapping, loses its highlight entirely rather than softening, and it flickers back as the view moves. 'Tailed' keeps the same highlight width but fades smoothly to nothing instead of cutting off, which stops that flicker at the cost of a slightly softer look on rough surfaces. Takes effect when images are reloaded."
msgstr ""

msgctxt "#30095"
msgid "Original"
msgstr ""

msgctxt "#30096"
msgid "Tailed (less shimmer)"
msgstr ""

msgctxt "#30097"
msgid "Scales specular reflection energy on lit surfaces in 30-bit HDR mode. Dielectric specular is physically a few percent of incident light and reads as mud under an SDR ceiling; boosting it restores reflective punch, and highlights that reach the bloom threshold bleed into HDR headroom. Lit surfaces only - HUD, menus, and fullbright content are untouched. Needs somewhere to put the boosted energy, so it is ignored when the scene buffer is 10-bit AND HDR Scene Headroom is disabled - in that combination it would only clip more pixels to white. No effect in 24-bit mode."
msgstr ""

msgctxt "#30098"
msgid "Moderate (2x)"
msgstr ""

msgctxt "#30099"
msgid "Strong (3x)"
msgstr ""

msgctxt "#30100"
msgid "Multi-band bloom for 30-bit HDR mode: bright content (lamps, plasma, the engine's own glare sprites) is extracted in linear light, Gaussian-blurred at two scales (tight core plus wide haze), and composited before the highlight roll-off - so glow genuinely exceeds paper white and lands in the HDR headroom, which standard output cannot express. Firefly-compressed at extraction to prevent specular flicker. No effect in 24-bit mode."
msgstr ""

msgctxt "#30101"
msgid "Subtle"
msgstr ""

msgctxt "#30102"
msgid "Standard"
msgstr ""

msgctxt "#30103"
msgid "Intense"
msgstr ""

msgctxt "#30104"
msgid "What counts as a highlight for bloom. Classic keeps the measured 0.70 threshold the bloom was tuned against. Curve knee derives it from the active transform: Neutral's 0.76 start of compression or GT's solved shoulder start, so bloom picks exactly the pixels the curve will compress; other curves keep 0.70. Approximate when dynamic-range expansion is active."
msgstr ""

msgctxt "#30105"
msgid "Widens the specular lobe where the surface is rough at the current mip footprint, using the normal shortening that mip averaging already encodes. This band-limits the highlight itself, so subpixel speculars stop shimmering - with or without supersampling, and it composes with it. Flat, full-length normals are untouched. Applied when shaders load, so changing it takes effect on the next level load or renderer restart."
msgstr ""

msgctxt "#30106"
msgid "Renders the scene at twice the width and height and resolves each output pixel from its four samples. Works in both colour modes, with the resolve each one needs: 24-bit content is display-referred so the four samples are box-averaged, which is exact for it; 30-bit HDR content is linear light where a plain average lets one hot sample dominate and edges against highlights stay roped, so HDR resolves with a tone-weighted Karis average instead - each sample weighted by 1 over 1+brightness before the mean and unweighted after. Costs 4x fill rate and scene memory: at 4K output roughly 130MB for the 24-bit target and 265MB for the HDR one, so it is priced for high-end hardware or lower output resolutions. Under HDR the bloom reads slightly tighter because the pyramid runs at the supersampled size."
msgstr ""

msgctxt "#30107"
msgid "2x2 (4 samples per pixel)"
msgstr ""

msgctxt "#30108"
msgid "Splits red and blue slightly apart toward the edges of the frame, the way a lens does when it focuses different wavelengths at different magnifications. It grows with the square of distance from the centre, so the middle of the screen stays clean and only the corners fringe. At 4K the corner shifts by about 3 pixels on Subtle, 6 on Strong and 12 on Heavy; a quarter of the way out from the centre even Heavy is about a quarter of a pixel, which is the point - a lens is sharpest where you are looking. In this game the centre is usually the subject and the corners are usually dark or bloomed, so the effect reads as a soft anamorphic edge rather than an obvious split. The offset is a fixed fraction of the frame rather than a pixel count, so it stays the same artifact at any resolution, which is what a lens does. This is a lens artifact, not a film one, and it is separate from Halation for that reason; they are often used together but they come from different parts of a camera."
msgstr ""

msgctxt "#30109"
msgid "Subtle (3px corner at 4K)"
msgstr ""

msgctxt "#30110"
msgid "Strong (6px)"
msgstr ""

msgctxt "#30111"
msgid "Heavy (12px)"
msgstr ""

msgctxt "#30112"
msgid "Debug (show the displacement)"
msgstr ""

msgctxt "#30113"
msgid "Warms the bloom around bright areas toward red, the way film does. In a real print the glow around a bright window is orange rather than white, because light passes through the emulsion, scatters off the backing and comes back reddened. This tints the existing bloom rather than adding a pass, so it costs one instruction. It is a film response, not a shadow effect - it appears around anything bright, which is what film does. Pairs naturally with Filmic Log but is not tied to it."
msgstr ""

msgctxt "#30114"
msgid "Strong"
msgstr ""

msgctxt "#30115"
msgid "Replaces HDR Bloom's two fixed blur scales with a six-octave pyramid, accumulated back up with a tent filter. The result approximates convolving the scene with one wide, heavy-tailed point spread instead of adding two discrete Gaussians. Glow carries much further from its source and fades smoothly out, rather than stopping at a visible edge where the blur kernel ends - the halo look older engines had. Total bloom energy is held identical to the two-band path, so the same light is spread wider: expect softer, dimmer highlight cores and far more spill. Costs a handful of extra passes on small buffers. Requires HDR Bloom to be enabled; no effect in 24-bit mode."
msgstr ""

msgctxt "#30116"
msgid "How much brightness the bloom extraction is allowed to carry. The bright pass limits what it extracts before blurring it, so a single-texel specular spike cannot flicker the whole halo frame to frame. That limit was set when the scene was clamped at 1.0, and it caps every extraction below 1: a lamp at 4 and a lamp at 64 both bloom at roughly 0.8, so brightness stops mattering. Widening it keeps the anti-flicker property but lets a brighter source bloom brighter - at Wide a source at 4 extracts 2.0 instead of 0.8. Needs a curve with headroom to show it, so ACES 2.0 and Filmic Log benefit most and Reinhard least."
msgstr ""

msgctxt "#30117"
msgid "Standard (clamped)"
msgstr ""

msgctxt "#30118"
msgid "Wide (4x)"
msgstr ""

msgctxt "#30119"
msgid "Widest (16x)"
msgstr ""

msgctxt "#30120"
msgid "Scales additive particle stages - muzzle flashes, plasma bolts, fireballs, sparks - separately from static emissive surfaces. They are the same kind of stage to the renderer but want very different amounts: a monitor reads as a light at 4x, while Filmic Log's desaturation crosstalk does not begin until about 78 in scene terms and is obvious around 400. At those levels a projectile core washes out to white and keeps its hue at the edges, the way a real camera renders a bright source, instead of clipping to a flat block of colour. Wants Filmic Log or ACES 2.0; Reinhard has no range up there to show it."
msgstr ""

msgctxt "#30121"
msgid "Bright (8x)"
msgstr ""

msgctxt "#30122"
msgid "Intense (32x)"
msgstr ""

msgctxt "#30123"
msgid "Blinding (96x)"
msgstr ""

msgctxt "#30124"
msgid "The engine lights a surface by multiplying light and albedo one channel at a time. Real light and pigment interact across a spectrum, and the per-channel product fails hardest where this game lives - a narrow, saturated light over a saturated surface. A 620nm flare on a cyan surface should give a dark red; the per-channel product gives a green. This mixes them in a basis fitted against spectral ground truth instead, which halves the colour error and stops opposing lights meeting in a muddy line. Blue light on a yellow surface goes from (0.10, 0.18, 0.10) to (0.13, 0.23, 0.18). Neutrals are unaffected by construction. Takes effect when programs next load."
msgstr ""

msgctxt "#30125"
msgid "Scales the additive stages of materials - the glow layers on monitors, keypads and light panels - so they reach into the range above paper white. Without it a screen's texture white is 1.0, the same value a fully lit wall reaches, so it renders no brighter than the corridor around it; through ACES 2.0 at a 1000 nit peak that is 107 nits, where 1.5x reaches 159, 2x reaches 206 and 4x reaches 355. Only additive stages are affected, so diffuse surfaces and the overall brightness do not move. Needs a curve with headroom to spend - ACES 2.0 or Filmic Log show it most, Reinhard's soft knee least."
msgstr ""

msgctxt "#30126"
msgid "Slight (1.5x)"
msgstr ""

msgctxt "#30127"
msgid "Subtle (2x)"
msgstr ""

msgctxt "#30128"
msgid "Strong (4x)"
msgstr ""

msgctxt "#30129"
msgid "Overrides the peak brightness the frontend reports. ACES 2.0's tone scale is parameterised by this single number and rebuilds when it moves, so it retargets the whole transform rather than just scaling the output - mid grey lands on 10.0 nits at a 100 nit peak, 14.5 at 1000 and 17.8 at 10000, with the roll-off adjusting to match. Leave on Auto unless the frontend reports nothing, in which case it falls back to 1000, or unless your display's real peak differs from what it claims. Only the full ACES 2.0 transform uses it; the other roll-offs have no notion of an absolute peak. HDR10 output only: the 24-bit tone-mapped mode fixes the display at the 100-nit SDR reference."
msgstr ""

msgctxt "#30130"
msgid "Auto (ask the frontend)"
msgstr ""

msgctxt "#30131"
msgid "400 nits"
msgstr ""

msgctxt "#30132"
msgid "600 nits"
msgstr ""

msgctxt "#30133"
msgid "1000 nits"
msgstr ""

msgctxt "#30134"
msgid "1500 nits"
msgstr ""

msgctxt "#30135"
msgid "2000 nits"
msgstr ""

msgctxt "#30136"
msgid "4000 nits"
msgstr ""

msgctxt "#30137"
msgid "The game renders into a 0-1 range, so without expansion the brightness above paper white carries only bloom and whatever accumulated past white - ordinary bright pixels stop at paper white. Expansion lifts the top of the range into that headroom so highlights read as brighter than white. Mid-tones below the knee are never moved, which is what keeps the image from looking washed out. 'Inverse Tonemap' expands each colour channel on its own: simple, and it over-saturates bright colours and shifts their hue toward whichever channel was strongest. 'Hue-Preserving' expands the luminance and scales the channels together, so a highlight gets brighter along its own colour instead of drifting. No effect on SDR output."
msgstr ""

msgctxt "#30138"
msgid "None"
msgstr ""

msgctxt "#30139"
msgid "Inverse Tonemap (Basic Expansion)"
msgstr ""

msgctxt "#30140"
msgid "Hue-Preserving Expansion"
msgstr ""

msgctxt "#30141"
msgid "How highlights use the headroom between paper white and the display's peak in 30-bit HDR mode. Reinhard (Soft-Knee) is the reference: mid-tones match 24-bit output exactly, only the top end eases toward the peak, and highlights use the full headroom. ACES (Filmic) applies the ACES curve normalized to paper white, which visibly LIFTS mid-tone brightness (mid grey rises from 0.18 to 0.33) as well as reshaping highlights - a deliberate, brighter filmic look, not a calibration error. Hejl (Filmic) is the Hejl and Burgess-Dawson curve, lifting mid-tones by about the same amount as ACES but with a harder shoulder, so highlights compress later and more abruptly - more contrast in the upper mid-tones. Both filmic curves flatten out on their own (ACES at 1.29x paper white, Hejl at 1.46x), so both are carried out to the display peak by a shoulder rather than stopping there. Pick Reinhard for a faithful comparison against 24-bit. Where the filmic curves put mid grey, and how far their highlights reach before the shoulder takes over: GT 0.216 at 1.21x, Hable 0.221 at 4.23x, Drago 0.277 at 7.95x, ACES 0.330 at 1.29x, Hejl 0.330 at 1.46x, Unreal 0.350 at 1.37x. Lottes is the outlier - mid grey drops to 0.074 in exchange for a 12.3x highlight range, so it is far darker and contrastier than the rest. Two entries mention ACES 2.0 and they are not the same thing: 'ACES 2.0 Tone Scale' is that curve alone applied per channel, while 'ACES 2.0 (Full Output Transform)' is the whole thing - appearance model, chroma compression, gamut compression - which desaturates highlights toward white instead of letting one channel clip on its own. It wants real scene range rather than fabricated range: pair it with FP16 Scene Precision and unbounded blending, which let multi-pass lights accumulate past 1.0 for real, and turn HDR Expansion off - expansion invents that range per channel, which arrives at the transform as extra saturation it then has to undo. It is also absolute: it decides luminance itself from the display's peak, so the Paper White setting acts on it as exposure rather than as a straight output multiply: the scene is exposed by it and the transform then decides luminance, so the setting still moves the picture where it says while the highlight roll-off stays the transform's."
msgstr ""

msgctxt "#30142"
msgid "Reinhard (Soft-Knee)"
msgstr ""

msgctxt "#30143"
msgid "Reinhard (Plain)"
msgstr ""

msgctxt "#30144"
msgid "Reinhard (Extended, White 4)"
msgstr ""

msgctxt "#30145"
msgid "Reinhard-Jodie (Hue-Preserving)"
msgstr ""

msgctxt "#30146"
msgid "Reinhard-Devlin (Classic)"
msgstr ""

msgctxt "#30147"
msgid "ACES (Narkowicz)"
msgstr ""

msgctxt "#30148"
msgid "ACES Fitted (Hill)"
msgstr ""

msgctxt "#30149"
msgid "ACES 2.0 Tone Scale"
msgstr ""

msgctxt "#30150"
msgid "ACES 2.0 (Full Output Transform)"
msgstr ""

msgctxt "#30151"
msgid "Hejl (Filmic)"
msgstr ""

msgctxt "#30152"
msgid "Filmic ALU (Hejl 2015)"
msgstr ""

msgctxt "#30153"
msgid "Filmic (Sobotka)"
msgstr ""

msgctxt "#30154"
msgid "Hable (Uncharted 2)"
msgstr ""

msgctxt "#30155"
msgid "Hable (2017 Piecewise)"
msgstr ""

msgctxt "#30156"
msgid "Lottes (AMD)"
msgstr ""

msgctxt "#30157"
msgid "GT (Uchimura)"
msgstr ""

msgctxt "#30158"
msgid "Unreal"
msgstr ""

msgctxt "#30159"
msgid "Khronos PBR Neutral"
msgstr ""

msgctxt "#30160"
msgid "AgX"
msgstr ""

msgctxt "#30161"
msgid "Drago (Logarithmic)"
msgstr ""

msgctxt "#30162"
msgid "Exponential"
msgstr ""

msgctxt "#30163"
msgid "Tumblin-Rushmeier (Classic)"
msgstr ""

msgctxt "#30164"
msgid "Ward (Classic, Linear)"
msgstr ""

msgctxt "#30165"
msgid "Schlick (Classic)"
msgstr ""

msgctxt "#30166"
msgid "What happens to a mix that runs past full scale. Doom 3 mixes hot, and the classic behaviour is a soft-knee saturator that bends every sample above three quarters of full scale on its own - it does not turn loud passages down, it distorts them. Limiter computes a gain from the signal envelope instead and rides it smoothly, so the waveform keeps its shape and only its level moves: measured on a tone driven 40% past full scale, distortion falls from 14.3% to 0.93%. Quiet material is untouched either way, bit for bit. Costs about 0.02% of audio processing time. Applies to the 32-bit float output path only."
msgstr ""

msgctxt "#30167"
msgid "Soft Knee (Classic)"
msgstr ""

msgctxt "#30168"
msgid "Peak Limiter"
msgstr ""

msgctxt "#30169"
msgid "Pads the mix before the output stage, trading loudness for room. Doom 3 mixes hot enough that a loud hit forces the limiter to pull the whole mix down, and the quiet ambience underneath is dragged with it until the release lets go - measured with a 20 ms hit over a quiet bed, the bed ducks 3.4 dB at 0, 1.6 dB at -3, and not at all at -6, where the hit fits without any gain reduction. The cost is exactly the number chosen: everything is that much quieter, and you make it back on your own volume control. Needs the Peak Limiter output stage to be worth anything, and applies to the 32-bit float path only."
msgstr ""

msgctxt "#30170"
msgid "0 dB (loudest)"
msgstr ""

msgctxt "#30171"
msgid "-3 dB"
msgstr ""

msgctxt "#30172"
msgid "-6 dB (most dynamic range)"
msgstr ""

msgctxt "#30173"
msgid "The viewing-environment compensation from the ACES 2.0 transform: dim is the reference assumption and the previous fixed behaviour; dark suits a lights-off room, average a bright one. Changing it re-solves the transform tables. Only affects the aces2full curve."
msgstr ""

msgctxt "#30174"
msgid "Which gamut the full ACES 2.0 transform compresses colour toward. Its gamut compression works by pulling out-of-range colour onto a boundary, so the boundary should be the one the display actually has. Most HDR displays are close to P3, which covers about 72% of Rec.2020 - leaving this at Rec.2020 on such a panel means the compression stops short and the panel clips the difference itself, which is the harsh clipping the transform exists to avoid. Rec.709 is for an SDR-gamut display. Only affects the full transform; no other roll-off has a gamut to limit to."
msgstr ""

msgctxt "#30175"
msgid "Rec.2020 (widest)"
msgstr ""

msgctxt "#30176"
msgid "P3-D65 (most HDR displays)"
msgstr ""

msgctxt "#30177"
msgid "Rec.709 (SDR gamut)"
msgstr ""

msgctxt "#30178"
msgid "A grade applied only under the AgX transform. Punchy is the official higher-contrast, higher-saturation look - contrast 1.35 and saturation 1.4 - expressed on this pipeline's ordering: the grade sits on the transform's output. Ignored by every other curve."
msgstr ""

msgctxt "#30179"
msgid "Where GT's linear section starts. Everything below this is the toe, so a larger value gives a longer, softer approach out of black and slightly darker mid-tones; a smaller one puts more of the image on the straight section. Only affects the GT (Uchimura) roll-off."
msgstr ""

msgctxt "#30180"
msgid "0.10 (short toe)"
msgstr ""

msgctxt "#30181"
msgid "0.16"
msgstr ""

msgctxt "#30182"
msgid "0.22 (default)"
msgstr ""

msgctxt "#30183"
msgid "0.30"
msgstr ""

msgctxt "#30184"
msgid "0.40 (long toe)"
msgstr ""

msgctxt "#30185"
msgid "How much of the range stays perfectly linear before the shoulder takes over. Longer keeps mid-tones truer and bends later but more sharply; shorter starts easing into the highlights sooner. Only affects the GT (Uchimura) roll-off."
msgstr ""

msgctxt "#30186"
msgid "0.20 (early shoulder)"
msgstr ""

msgctxt "#30187"
msgid "0.40 (default)"
msgstr ""

msgctxt "#30188"
msgid "0.50"
msgstr ""

msgctxt "#30189"
msgid "0.70 (late shoulder)"
msgstr ""

msgctxt "#30190"
msgid "Which of Sobotka's seven contrast curves Filmic Log uses. They are separately authored lookups rather than one curve with a knob, and what separates them is the low end - at a scene value of 0.002, the sort of dim specular a distant emergency light leaves on wet metal, Very Low returns 0.0078 where Very High returns 0.00001. Lower contrast lifts those highlights enough to tell matte armour from wet organic growth from a steel door while the room around them stays dark; higher contrast crushes them for a harder, more claustrophobic look. Base is Blender's default."
msgstr ""

msgctxt "#30191"
msgid "Very Low (most shadow detail)"
msgstr ""

msgctxt "#30192"
msgid "Low"
msgstr ""

msgctxt "#30193"
msgid "Medium"
msgstr ""

msgctxt "#30194"
msgid "Base (default)"
msgstr ""

msgctxt "#30195"
msgid "Medium High"
msgstr ""

msgctxt "#30196"
msgid "High"
msgstr ""

msgctxt "#30197"
msgid "Very High (most crushed)"
msgstr ""

msgctxt "#30198"
msgid "How many stops above mid grey the Filmic Log roll-off's encode covers. Blender's default is about 4, which was chosen for camera footage where 1.0 is a nominal white - it saturates at a scene value of 19 and everything brighter maps identically. This engine's HDR scene routinely goes past that: multi-pass lights accumulate unbounded on an FP16 target and the specular boost multiplies on top, so bright speculars and bloom land in the flat region. Widening the range keeps them separable at the cost of lifting mid grey slightly - 0.389 at 4 stops, 0.416 at 6, 0.442 at 8. Only affects that one roll-off."
msgstr ""

msgctxt "#30199"
msgid "4 stops (Blender default)"
msgstr ""

msgctxt "#30200"
msgid "6 stops (saturates at 64)"
msgstr ""

msgctxt "#30201"
msgid "8 stops (saturates at 256)"
msgstr ""

msgctxt "#30202"
msgid "10 stops (saturates at 1024)"
msgstr ""

msgctxt "#30203"
msgid "Keeps the hue of saturated highlights. Without it a bright colour clips one channel at a time and its hue slides toward whichever channel survives - a hot orange goes yellow, then white. With it the colour is mixed toward an achromatic peak by however much that peak was compressed, so it desaturates along its own hue instead of drifting off it. Neutral, ACES 2.0 (Full) and AgX already do this internally, so this row only appears for the curves that need it."
msgstr ""

msgctxt "#30204"
msgid "Binaural rendering of spatialized sounds through the built-in KEMAR HRTF - positional audio for headphones. Sounds wrong on speakers. 'Auto' leaves the s_HRTF cvar in charge, so console or config settings are respected; 'Enabled'/'Disabled' override it."
msgstr ""

msgctxt "#30205"
msgid "Auto (s_HRTF cvar)"
msgstr ""

msgctxt "#30206"
msgid "Choose the resolution to render at."
msgstr ""

msgctxt "#30207"
msgid "1920x1080 (Default)"
msgstr ""

msgctxt "#30208"
msgid "Select the engine quality preset."
msgstr ""

msgctxt "#30209"
msgid "Auto (Detect by RAM)"
msgstr ""

msgctxt "#30210"
msgid "Ultra"
msgstr ""

msgctxt "#30211"
msgid "Invert the right analog stick's Y axis."
msgstr ""

msgctxt "#30212"
msgid "Adjust mouse look sensitivity when using the Keyboard + Mouse input device. Higher values = faster camera movement. Has no effect in gamepad modes."
msgstr ""

msgctxt "#30213"
msgid "0.5 (Very Slow)"
msgstr ""

msgctxt "#30214"
msgid "1.0 (Slow)"
msgstr ""

msgctxt "#30215"
msgid "1.5"
msgstr ""

msgctxt "#30216"
msgid "2.0"
msgstr ""

msgctxt "#30217"
msgid "2.5"
msgstr ""

msgctxt "#30218"
msgid "3.0 (Default)"
msgstr ""

msgctxt "#30219"
msgid "4.0"
msgstr ""

msgctxt "#30220"
msgid "5.0 (Fast)"
msgstr ""

msgctxt "#30221"
msgid "6.0"
msgstr ""

msgctxt "#30222"
msgid "8.0 (Very Fast)"
msgstr ""

msgctxt "#30223"
msgid "punchy"
msgstr ""

msgctxt "#30224"
msgid "320x240"
msgstr ""

msgctxt "#30225"
msgid "400x300"
msgstr ""

msgctxt "#30226"
msgid "512x384"
msgstr ""

msgctxt "#30227"
msgid "640x480"
msgstr ""

msgctxt "#30228"
msgid "800x600"
msgstr ""

msgctxt "#30229"
msgid "1024x768"
msgstr ""

msgctxt "#30230"
msgid "1152x864"
msgstr ""

msgctxt "#30231"
msgid "1280x1024"
msgstr ""

msgctxt "#30232"
msgid "1600x1200"
msgstr ""

msgctxt "#30233"
msgid "1280x720"
msgstr ""

msgctxt "#30234"
msgid "1366x768"
msgstr ""

msgctxt "#30235"
msgid "1440x900"
msgstr ""

msgctxt "#30236"
msgid "1400x1050"
msgstr ""

msgctxt "#30237"
msgid "1600x900"
msgstr ""

msgctxt "#30238"
msgid "1680x1050"
msgstr ""

msgctxt "#30239"
msgid "1920x1200"
msgstr ""

msgctxt "#30240"
msgid "2048x1152"
msgstr ""

msgctxt "#30241"
msgid "2560x1600"
msgstr ""

msgctxt "#30242"
msgid "3200x2400"
msgstr ""

msgctxt "#30243"
msgid "3840x2160"
msgstr ""

msgctxt "#30244"
msgid "4096x2304"
msgstr ""

msgctxt "#30245"
msgid "2880x1800"
msgstr ""

msgctxt "#30246"
msgid "2560x1440"
msgstr ""

msgctxt "#30247"
msgid "1440x1080"
msgstr ""

msgctxt "#30248"
msgid "1280x800"
msgstr ""

msgctxt "#30249"
msgid "2560x1080"
msgstr ""

msgctxt "#30250"
msgid "3440x1440"
msgstr ""

msgctxt "#30251"
msgid "3840x1600"
msgstr ""

msgctxt "#30252"
msgid "5120x2160"
msgstr ""

msgctxt "#30253"
msgid "3840x1080"
msgstr ""

msgctxt "#30254"
msgid "5120x1440"
msgstr ""

msgctxt "#30255"
msgid "7680x2160"
msgstr ""
