mirror of
https://github.com/Xaymar/obs-StreamFX
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487 lines
31 KiB
INI
487 lines
31 KiB
INI
# Generic
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Advanced="Advanced Options"
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Channel.Red="Red"
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Channel.Green="Green"
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Channel.Blue="Blue"
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Channel.Alpha="Alpha"
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FileType.Image="Image"
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FileType.Images="Images"
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FileType.Video="Video"
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FileType.Videos="Videos"
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FileType.Sound="Sound"
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FileType.Sounds="Sounds"
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FileType.Effect="Effect"
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FileType.Effects="Effects"
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SourceType.Source="Source"
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SourceType.Scene="Scene"
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Alignment.Center="Center"
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Alignment.Left="Left"
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Alignment.Right="Right"
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Alignment.Top="Top"
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Alignment.Bottom="Bottom"
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State.Disabled="Disabled"
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State.Enabled="Enabled"
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State.Manual="Manual"
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State.Automatic="Automatic"
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State.Default="Default"
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# Blur
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Blur.Type.Box="Box"
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Blur.Type.Box.Description="Box blur (named for its distinct shape) is a simple average over a number of pixels, resulting in a box like look."
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Blur.Type.BoxLinear="Box Linear"
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Blur.Type.BoxLinear.Description="Box blur (named for its distinct shape) is a simple average over a number of pixels, resulting in a box like look.\nThis is a linear optimized version of the normal Box blur."
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Blur.Type.Gaussian="Gaussian"
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Blur.Type.Gaussian.Description="Gaussian blur uses the Gaussian Bell curve as a weight for each sampled pixel, resulting in a smooth look."
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Blur.Type.GaussianLinear="Gaussian Linear"
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Blur.Type.GaussianLinear.Description="Gaussian blur uses the Gaussian Bell curve as a weight for each sampled pixel, resulting in a smooth look.\nThis is a linear optimized version of the normal Gaussian blur, but might look slightly worse."
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Blur.Type.DualFiltering="Dual Filtering"
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Blur.Type.DualFiltering.Description="Dual Filtering is a Gaussian approximation that is able to get similar results as Gaussian blur at much lower cost."
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Blur.Subtype.Area="Area"
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Blur.Subtype.Area.Description="Area blur is a two dimensional blur that smoothes out all pixels evenly.\nIt can be compared with an object that is out of focus in a camera."
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Blur.Subtype.Directional="Directional"
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Blur.Subtype.Directional.Description="Directional blur is a one dimensional blur that smoothes out all pixels in the same direction.\nIt can be compared with moving a camera in one direction."
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Blur.Subtype.Rotational="Rotational"
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Blur.Subtype.Rotational.Description="Rotational blur is a multi dimensional blur that smoothes out pixels by rotating around a center point.\nIt can be compared to rolling a camera in place."
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Blur.Subtype.Zoom="Zoom"
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Blur.Subtype.Zoom.Description="Zoom blur is a directional blur where the direction and strength of the blur is determined by the position and distance to a center point.\nIt can be compared with moving a camera forwards and backwards."
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# Mip Generator
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MipGenerator="Mip-Map Generator"
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MipGenerator.Description="Which Mip-Map generator should be used?"
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MipGenerator.Point="Point"
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MipGenerator.Point.Description="Simple point sampling resulting in a very aliased image, comparable to no Mip-Mapping at all."
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MipGenerator.Linear="Linear"
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MipGenerator.Linear.Description="Linear sampled Mip-Maps which can be quickly generated, but only result in okay looking smooth Mip-Maps."
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MipGenerator.Sharpen="Sharpen"
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MipGenerator.Sharpen.Description="Linear sampled Mip-Maps with additional sharpen, allowing details to be kept in the Mip-Maps."
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MipGenerator.Smoothen="Smoothen"
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MipGenerator.Smoothen.Description="Linear sampled Mip-Maps with additional smoothing, reducing details in the Mip-Maps."
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MipGenerator.Bicubic="Bicubic"
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MipGenerator.Lanczos="Lanczos"
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MipGenerator.Intensity="Intensity"
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MipGenerator.Intensity.Description="Intensity of the generator."
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# Shader
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Shader="Shader"
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Shader.Shader="Shader Options"
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Shader.Shader.File="File"
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Shader.Shader.Technique="Technique"
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Shader.Shader.Size="Size"
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Shader.Shader.Size.Width="Width"
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Shader.Shader.Size.Height="Height"
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Shader.Parameters="Shader Parameters"
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Filter.Shader="Shader"
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Source.Shader="Shader"
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Transition.Shader="Shader"
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# Filter - Blur
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Filter.Blur="Blur"
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Filter.Blur.Type="Type"
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Filter.Blur.Type.Description="The type of blur to apply."
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Filter.Blur.Subtype="Subtype"
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Filter.Blur.Subtype.Description="The way this blur should be applied."
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Filter.Blur.Size="Size"
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Filter.Blur.Size.Description="Size of the blur filter to apply. Large sizes may have a negative effect on performance."
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Filter.Blur.Angle="Angle (Degrees)"
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Filter.Blur.Angle.Description="Angle of the Blur"
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Filter.Blur.Center.X="Center (X) (Percent)"
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Filter.Blur.Center.X.Description="The horizontal center of the blur effect, in percent."
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Filter.Blur.Center.Y="Center (Y) (Percent)"
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Filter.Blur.Center.Y.Description="The vertical center of the blur effect, in percent."
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Filter.Blur.StepScale="Step Scaling"
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Filter.Blur.StepScale.Description="Scale the texel step used in the Blur shader, which allows for smaller Blur sizes to cover more space, at the cost of some quality.\nCan be combined with Directional Blur to change the behavior drastically."
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Filter.Blur.StepScale.X="Step Scale X"
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Filter.Blur.StepScale.Y="Step Scale Y"
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Filter.Blur.Mask="Apply a Mask"
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Filter.Blur.Mask.Description="Apply a mask to the area that needs to be blurred, which allows for more control over the blurred area."
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Filter.Blur.Mask.Type="Mask Type"
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Filter.Blur.Mask.Type.Description="What kind of mask to you want to apply?"
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Filter.Blur.Mask.Type.Region="Region"
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Filter.Blur.Mask.Type.Image="Image"
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Filter.Blur.Mask.Type.Source="Source"
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Filter.Blur.Mask.Region.Left="Left Edge"
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Filter.Blur.Mask.Region.Left.Description="Distance to left edge of the source in percent."
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Filter.Blur.Mask.Region.Top="Top Edge"
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Filter.Blur.Mask.Region.Top.Description="Distance to top edge of the source in percent."
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Filter.Blur.Mask.Region.Right="Right Edge"
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Filter.Blur.Mask.Region.Right.Description="Distance to right edge of the source in percent."
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Filter.Blur.Mask.Region.Bottom="Bottom Edge"
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Filter.Blur.Mask.Region.Bottom.Description="Distance to bottom edge of the source in percent."
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Filter.Blur.Mask.Region.Feather="Feather Area"
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Filter.Blur.Mask.Region.Feather.Description="The size of the feathering area in percent of the source size.\nFeathering allows for a smooth gradient between blurred and original image."
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Filter.Blur.Mask.Region.Feather.Shift="Feather Shift"
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Filter.Blur.Mask.Region.Feather.Shift.Description="The shift of the feathering area in percent.\nPositive values push the feathering area into the region, while negative values push the feathering area out of the region."
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Filter.Blur.Mask.Region.Invert="Invert Region"
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Filter.Blur.Mask.Region.Invert.Description="Invert the region so that everything but this area is blurred."
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Filter.Blur.Mask.Image="Image Mask"
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Filter.Blur.Mask.Image.Description="Image to use for the mask."
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Filter.Blur.Mask.Source="Source Mask"
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Filter.Blur.Mask.Source.Description="Source to use for the mask."
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Filter.Blur.Mask.Color="Mask Color Filter"
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Filter.Blur.Mask.Color.Description="Filter the mask by this color before applying it."
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Filter.Blur.Mask.Alpha="Mask Alpha Filter"
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Filter.Blur.Mask.Alpha.Description="Filter the mask by this alpha value before applying it."
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Filter.Blur.Mask.Multiplier="Mask Multiplier"
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Filter.Blur.Mask.Multiplier.Description="Multiply the final mask value by this value."
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# Filter - Color Grade
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Filter.ColorGrade="Color Grading"
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Filter.ColorGrade.Tool="Color Grading Tool"
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Filter.ColorGrade.Lift="Lift"
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Filter.ColorGrade.Lift.Red="Red Lift"
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Filter.ColorGrade.Lift.Green="Green Lift"
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Filter.ColorGrade.Lift.Blue="Blue Lift"
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Filter.ColorGrade.Lift.All="All Lift"
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Filter.ColorGrade.Gamma="Gamma"
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Filter.ColorGrade.Gamma.Red="Red Gamma"
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Filter.ColorGrade.Gamma.Green="Green Gamma"
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Filter.ColorGrade.Gamma.Blue="Blue Gamma"
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Filter.ColorGrade.Gamma.All="All Gamma"
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Filter.ColorGrade.Gain="Gain"
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Filter.ColorGrade.Gain.Red="Red Gain"
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Filter.ColorGrade.Gain.Green="Green Gain"
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Filter.ColorGrade.Gain.Blue="Blue Gain"
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Filter.ColorGrade.Gain.All="All Gain"
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Filter.ColorGrade.Offset="Offset"
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Filter.ColorGrade.Offset.Red="Red Offset"
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Filter.ColorGrade.Offset.Green="Green Offset"
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Filter.ColorGrade.Offset.Blue="Blue Offset"
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Filter.ColorGrade.Offset.All="All Offset"
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Filter.ColorGrade.Tint="Tint"
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Filter.ColorGrade.Tint.Detection="Tint Luma Detection Method"
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Filter.ColorGrade.Tint.Detection.HSV="Hue Saturation Value"
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Filter.ColorGrade.Tint.Detection.HSL="Hue Saturation Lightness"
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Filter.ColorGrade.Tint.Detection.YUV.SDR="Luma Chroma (BT.709 SDR)"
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Filter.ColorGrade.Tint.Mode="Tint Luma Mode"
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Filter.ColorGrade.Tint.Mode.Linear="Linear"
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Filter.ColorGrade.Tint.Mode.Exp="Exp"
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Filter.ColorGrade.Tint.Mode.Exp2="Exp2"
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Filter.ColorGrade.Tint.Mode.Log="Log"
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Filter.ColorGrade.Tint.Mode.Log10="Log10"
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Filter.ColorGrade.Tint.Exponent="Tint Luma Exponent"
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Filter.ColorGrade.Tint.Shadow.Red="Shadow Red Tint"
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Filter.ColorGrade.Tint.Shadow.Green="Shadow Green Tint"
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Filter.ColorGrade.Tint.Shadow.Blue="Shadow Blue Tint"
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Filter.ColorGrade.Tint.Midtone.Red="Midtone Red Tint"
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Filter.ColorGrade.Tint.Midtone.Green="Midtone Green Tint"
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Filter.ColorGrade.Tint.Midtone.Blue="Midtone Blue Tint"
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Filter.ColorGrade.Tint.Highlight.Red="Highlight Red Tint"
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Filter.ColorGrade.Tint.Highlight.Green="Highlight Green Tint"
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Filter.ColorGrade.Tint.Highlight.Blue="Highlight Blue Tint"
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Filter.ColorGrade.Correction="Color Correction"
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Filter.ColorGrade.Correction.Hue="Hue Shift"
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Filter.ColorGrade.Correction.Saturation="Saturation"
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Filter.ColorGrade.Correction.Lightness="Lightness"
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Filter.ColorGrade.Correction.Contrast="Contrast"
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# Filter - Displacement
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Filter.Displacement="Displacement Mapping"
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Filter.Displacement.File="File"
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Filter.Displacement.Scale="Scale"
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Filter.Displacement.Scale.Description="Scale of the displacement, either in pixels (Scale Type = 100.0) or in UVs (Scale Type = 0.0)."
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Filter.Displacement.Scale.Type="Scaling Type"
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Filter.Displacement.Scale.Type.Description="Type of the displacement scale, with\nvalues closer to 0.00 being UV space and\nvalues closer to 100.00 being Pixel space."
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# Filter - Dynamic Mask
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Filter.DynamicMask="Dynamic Mask"
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Filter.DynamicMask.Input="Input Source"
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Filter.DynamicMask.Input.Description="The source to use for the complex math that is happening in the filter."
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Filter.DynamicMask.Channel="%s Channel"
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Filter.DynamicMask.Channel.Value="Base Value"
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Filter.DynamicMask.Channel.Value.Description="Initial Value for the mask, added to the channel mask."
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Filter.DynamicMask.Channel.Multiplier="Multiplier"
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Filter.DynamicMask.Channel.Multiplier.Description="TODO"
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Filter.DynamicMask.Channel.Input="%s Input Value"
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Filter.DynamicMask.Channel.Input.Description="TODO"
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# Filter - Nvidia Face Tracking
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Filter.Nvidia.FaceTracking="Nvidia Face Tracking"
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Filter.Nvidia.FaceTracking.ROI="Region of Interest"
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Filter.Nvidia.FaceTracking.ROI.Zoom="Zoom"
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Filter.Nvidia.FaceTracking.ROI.Zoom.Description="Restrict the maximum zoom level based on the current maximum and minimum zoom level.\nValues above 100% zoom into the face, while values below 100% will keep their distance from the face."
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Filter.NVidia.FaceTracking.ROI.Offset="Offset"
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Filter.NVidia.FaceTracking.ROI.Offset.X="X"
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Filter.NVidia.FaceTracking.ROI.Offset.X.Description="Horizontal offset relative to center of the detected face."
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Filter.Nvidia.FaceTracking.ROI.Offset.Y="Y"
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Filter.NVidia.FaceTracking.ROI.Offset.Y.Description="Vertical offset relative to center of the detected face."
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Filter.Nvidia.FaceTracking.ROI.Stability="Stability"
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Filter.NVidia.FaceTracking.ROI.Stability.Description="Controls the responsiveness of the tracking filter to filter out noisy and/or bad results.\nValues closer to 0% will be quicker but more noisy, while values closer to 100% will be slower but noise free.\nDue to unique noise patterns of modern Webcams, there is no universal setting for this."
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# Filter - SDF Effects
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Filter.SDFEffects="Signed Distance Field Effects"
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Filter.SDFEffects.Shadow.Inner="Inner Shadow"
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Filter.SDFEffects.Shadow.Inner.Description="Draw a shadow on the inside of the source?"
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Filter.SDFEffects.Shadow.Inner.Range.Minimum="Inner Shadow Minimum Distance"
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Filter.SDFEffects.Shadow.Inner.Range.Maximum="Inner Shadow Maximum Distance"
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Filter.SDFEffects.Shadow.Inner.Offset.X="Inner Shadow Offset X"
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Filter.SDFEffects.Shadow.Inner.Offset.Y="Inner Shadow Offset Y"
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Filter.SDFEffects.Shadow.Inner.Color="Inner Shadow Color"
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Filter.SDFEffects.Shadow.Inner.Alpha="Inner Shadow Alpha"
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Filter.SDFEffects.Shadow.Outer="Outer Shadow"
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Filter.SDFEffects.Shadow.Outer.Description="Draw a shadow on the outside of the source?"
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Filter.SDFEffects.Shadow.Outer.Range.Minimum="Outer Shadow Minimum Distance"
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Filter.SDFEffects.Shadow.Outer.Range.Maximum="Outer Shadow Maximum Distance"
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Filter.SDFEffects.Shadow.Outer.Offset.X="Outer Shadow Offset X"
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Filter.SDFEffects.Shadow.Outer.Offset.Y="Outer Shadow Offset Y"
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Filter.SDFEffects.Shadow.Outer.Color="Outer Shadow Color"
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Filter.SDFEffects.Shadow.Outer.Alpha="Outer Shadow Alpha"
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Filter.SDFEffects.Glow.Outer="Outer Glow"
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Filter.SDFEffects.Glow.Outer.Description="Draw an outline?"
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Filter.SDFEffects.Glow.Outer.Color="Outer Glow Color"
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Filter.SDFEffects.Glow.Outer.Color.Description="Color of the Glow."
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Filter.SDFEffects.Glow.Outer.Alpha="Outer Glow Alpha"
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Filter.SDFEffects.Glow.Outer.Alpha.Description="Alpha of the Glow."
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Filter.SDFEffects.Glow.Outer.Width="Outer Glow Width"
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Filter.SDFEffects.Glow.Outer.Width.Description="Size of the glow from the center line."
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Filter.SDFEffects.Glow.Outer.Sharpness="Outer Glow Sharpness"
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Filter.SDFEffects.Glow.Outer.Sharpness.Description="The sharpness of the glow in percent, with higher values being sharper."
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Filter.SDFEffects.Glow.Inner="Inner Glow"
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Filter.SDFEffects.Glow.Inner.Description="Draw an outline?"
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Filter.SDFEffects.Glow.Inner.Color="Inner Glow Color"
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Filter.SDFEffects.Glow.Inner.Color.Description="Color of the Glow."
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Filter.SDFEffects.Glow.Inner.Alpha="Inner Glow Alpha"
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Filter.SDFEffects.Glow.Inner.Alpha.Description="Alpha of the Glow."
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Filter.SDFEffects.Glow.Inner.Width="Inner Glow Width"
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Filter.SDFEffects.Glow.Inner.Width.Description="Size of the glow from the center."
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Filter.SDFEffects.Glow.Inner.Sharpness="Inner Glow Sharpness"
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Filter.SDFEffects.Glow.Inner.Sharpness.Description="The sharpness of the glow in percent, with higher values being sharper."
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Filter.SDFEffects.Outline="Outline"
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Filter.SDFEffects.Outline.Description="Draw an outline?"
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Filter.SDFEffects.Outline.Color="Outline Color"
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Filter.SDFEffects.Outline.Color.Description="Color of the Outline."
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Filter.SDFEffects.Outline.Alpha="Outline Alpha"
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Filter.SDFEffects.Outline.Alpha.Description="Alpha of the Outline."
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Filter.SDFEffects.Outline.Width="Outline Width"
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Filter.SDFEffects.Outline.Width.Description="Size of the outline in both direction from the center."
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Filter.SDFEffects.Outline.Offset="Outline Offset"
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Filter.SDFEffects.Outline.Offset.Description="Moves the center line by the given offset.\nA positive offset pushes the outline away from the source, while a negative one pulls it into the source."
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Filter.SDFEffects.Outline.Sharpness="Outline Sharpness"
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Filter.SDFEffects.Outline.Sharpness.Description="The sharpness of the outline in percent, with higher values being sharper."
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Filter.SDFEffects.SDF.Scale="SDF Texture Scale"
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Filter.SDFEffects.SDF.Scale.Description="Percentage to scale the SDF Texture Size by, relative to the Source Size.\nA higher value results in better quality, but slower updates,\n while lower values result in faster updates, but lower quality."
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Filter.SDFEffects.SDF.Threshold="SDF Alpha Threshold"
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Filter.SDFEffects.SDF.Threshold.Description="Minimum opacity value in percent for SDF generation to consider the pixel solid."
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# Filter - Transform
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Filter.Transform="3D Transform"
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Filter.Transform.Camera="Camera"
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Filter.Transform.Camera.Description="Projection mode used by the camera."
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Filter.Transform.Camera.Orthographic="Orthographic"
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Filter.Transform.Camera.Perspective="Perspective"
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Filter.Transform.Camera.FieldOfView="Field Of View"
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Filter.Transform.Camera.FieldOfView.Description="Vertical Field of View of the camera."
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Filter.Transform.Position="Position"
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Filter.Transform.Position.Description="Position of the rendered quad."
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Filter.Transform.Position.X="X"
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Filter.Transform.Position.Y="Y"
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Filter.Transform.Position.Z="Z"
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Filter.Transform.Scale="Scale"
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Filter.Transform.Scale.Description="Scale of the rendered quad."
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Filter.Transform.Scale.X="X"
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Filter.Transform.Scale.Y="Y"
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Filter.Transform.Shear="Shear"
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Filter.Transform.Shear.Description="Shearing of the rendered quad."
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Filter.Transform.Shear.X="X"
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Filter.Transform.Shear.Y="Y"
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Filter.Transform.Rotation="Rotation"
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Filter.Transform.Rotation.Description="Euler rotation of the rendered quad, applied using the rotation order."
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Filter.Transform.Rotation.X="Pitch (X)"
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Filter.Transform.Rotation.Y="Yaw (Y)"
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Filter.Transform.Rotation.Z="Roll (Z)"
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Filter.Transform.Rotation.Order="Rotation Order"
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Filter.Transform.Rotation.Order.Description="The order in which to apply the euler angles to the rendered quad."
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Filter.Transform.Rotation.Order.XYZ="Pitch, Yaw, Roll"
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Filter.Transform.Rotation.Order.XZY="Pitch, Roll, Yaw"
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Filter.Transform.Rotation.Order.YXZ="Yaw, Pitch, Roll"
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Filter.Transform.Rotation.Order.YZX="Yaw, Roll, Pitch"
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Filter.Transform.Rotation.Order.ZXY="Roll, Pitch, Yaw"
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Filter.Transform.Rotation.Order.ZYX="Roll, Yaw, Pitch"
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Filter.Transform.Mipmapping="Enable Mipmapping"
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Filter.Transform.Mipmapping.Description="Generate mipmaps for the source, so that angled and far away parts are smoother."
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# Source - Mirror
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Source.Mirror="Source Mirror"
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Source.Mirror.Source="Source"
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Source.Mirror.Source.Description="Which Source should be mirrored?"
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Source.Mirror.Source.Size="Source Size"
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Source.Mirror.Source.Size.Description="The size of the source being mirrored. (Automatically updated)"
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Source.Mirror.Source.Audio="Enable Audio"
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Source.Mirror.Source.Audio.Description="Enables audio mirroring from this source."
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Source.Mirror.Source.Audio.Layout="Audio Layout"
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Source.Mirror.Source.Audio.Layout.Description="Override the audio layout if the automatically detected one doesn't match the source.\nThis does not perform down or upmixing of any kind."
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Source.Mirror.Source.Audio.Layout.Unknown="Unknown"
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Source.Mirror.Source.Audio.Layout.Mono="Mono"
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Source.Mirror.Source.Audio.Layout.Stereo="Stereo"
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Source.Mirror.Source.Audio.Layout.StereoLFE="Stereo with LFE"
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Source.Mirror.Source.Audio.Layout.Quadraphonic="Quadraphonic"
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Source.Mirror.Source.Audio.Layout.QuadraphonicLFE="Quadraphonic With LFE"
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Source.Mirror.Source.Audio.Layout.Surround="Surround"
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Source.Mirror.Source.Audio.Layout.FullSurround="Full Surround"
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Source.Mirror.Scaling="Rescale Source"
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Source.Mirror.Scaling.Description="Should the source be rescaled?"
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Source.Mirror.Scaling.Method="Filter"
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Source.Mirror.Scaling.Method.Description="Which filter should be used for rescaling?"
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Source.Mirror.Scaling.Method.Point="Point"
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Source.Mirror.Scaling.Method.Bilinear="Bilinear"
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Source.Mirror.Scaling.Method.BilinearLowRes="Bilinear (Low Resolution)"
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Source.Mirror.Scaling.Method.Bicubic="Bicubic"
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Source.Mirror.Scaling.Method.Lanczos="Lanczos"
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Source.Mirror.Scaling.Size="Size"
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Source.Mirror.Scaling.Size.Description="What size should we rescale to? (WxH format)"
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Source.Mirror.Scaling.TransformKeepOriginal="Use Original Size for Transforms"
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Source.Mirror.Scaling.TransformKeepOriginal.Description="Should the filter not modify the size of the source?"
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Source.Mirror.Scaling.Bounds="Bounds Type"
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Source.Mirror.Scaling.Bounds.Description="How should the source be rescaled?"
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Source.Mirror.Scaling.Bounds.Stretch="Stretch"
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Source.Mirror.Scaling.Bounds.Stretch.Description="Stretch will rescale the source to match exactly the width and height of the given area.\nThis option will destroy Aspect Ratio."
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Source.Mirror.Scaling.Bounds.Fit="Fit"
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|
Source.Mirror.Scaling.Bounds.Fit.Description="Fit will rescale the source to match either the height or width, whichever is smaller, of the given area.\nThis option will keep Aspect Ratio."
|
|
Source.Mirror.Scaling.Bounds.Fill="Fill"
|
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Source.Mirror.Scaling.Bounds.Fill.Description="Fill will rescale the source to match either the height or width, whichever is larger, of the given area.\nThis option will keep Aspect Ratio."
|
|
Source.Mirror.Scaling.Bounds.FillWidth="Fill to Width"
|
|
Source.Mirror.Scaling.Bounds.FillWidth.Description="Fill to Width will rescale the source to match the width of the given area.\nThis option will keep Aspect Ratio."
|
|
Source.Mirror.Scaling.Bounds.FillHeight="Fill to Height"
|
|
Source.Mirror.Scaling.Bounds.FillHeight.Description="Fill to Height will rescale the source to match the height of the given area.\nThis option will keep Aspect Ratio."
|
|
Source.Mirror.Scaling.Alignment="Bounds Alignment"
|
|
Source.Mirror.Scaling.Alignment.Description="How should the source be aligned within the rendering bounds?"
|
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|
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# Codec: H264
|
|
Codec.H264="H264"
|
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Codec.H264.Profile="Profile"
|
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Codec.H264.Profile.baseline="Baseline"
|
|
Codec.H264.Profile.main="Main"
|
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Codec.H264.Profile.high="High"
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|
Codec.H264.Profile.high444p="High 4:4:4 Predictive"
|
|
Codec.H264.Profile.Description="H.264 profile determines which features of the codec can be used.\nHigh 4:4:4 Predictive is required for YUV 4:4:4 color space."
|
|
Codec.H264.Level="Level"
|
|
Codec.H264.Level.Description="Level determines the upper limits of resolution, frame rate and bitrate for the video."
|
|
|
|
# Codec: HEVC
|
|
Codec.HEVC="HEVC"
|
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Codec.HEVC.Profile="Profile"
|
|
Codec.HEVC.Profile.main="Main"
|
|
Codec.HEVC.Profile.main10="Main 10-bit"
|
|
Codec.HEVC.Profile.rext="Range Extended"
|
|
Codec.HEVC.Profile.Description="H.265 profile determines which features of the codec can be used."
|
|
Codec.HEVC.Tier="Tier"
|
|
Codec.HEVC.Tier.main="Main"
|
|
Codec.HEVC.Tier.high="High"
|
|
Codec.HEVC.Tier.Description="H.265 tier determines the bitrate guidelines used for the video."
|
|
Codec.HEVC.Level="Level"
|
|
Codec.HEVC.Level.Description="Level determines the upper limits of resolution and frame rate."
|
|
|
|
# Codec: Apple ProRes
|
|
Codec.ProRes.Profile="Profile"
|
|
Codec.ProRes.Profile.APCO="422 Proxy/PXY (APCO)"
|
|
Codec.ProRes.Profile.APCS="422 Light/LT (APCS)"
|
|
Codec.ProRes.Profile.APCN="422 Standard (APCN)"
|
|
Codec.ProRes.Profile.APCH="422 High Quality/HQ (APCH)"
|
|
Codec.ProRes.Profile.AP4H="4444 Standard (AP4H)"
|
|
Codec.ProRes.Profile.AP4X="4444 Extra Quality/XQ (AP4X)"
|
|
|
|
# Encoder: FFmpeg
|
|
FFmpegEncoder="FFmpeg Options"
|
|
FFmpegEncoder.CustomSettings="Custom Settings"
|
|
FFmpegEncoder.CustomSettings.Description="Override any options shown (or not shown) above with your own.\nThe format is similar to that of the FFmpeg command line:\n -key=value -key2=value2 -key3='quoted value'"
|
|
FFmpegEncoder.Threads="Number of Threads"
|
|
FFmpegEncoder.Threads.Description="The number of threads to use for encoding, if supported by the encoder.\nA value of 0 is equal to 'auto-detect' and may result in excessive CPU usage."
|
|
FFmpegEncoder.ColorFormat="Override Color Format"
|
|
FFmpegEncoder.ColorFormat.Description="Overriding the color format can unlock higher quality, but might cause additional stress.\nNot all encoders support all color formats, and you might end up causing errors or corrupted video due to this."
|
|
FFmpegEncoder.StandardCompliance="Standard Compliance"
|
|
FFmpegEncoder.StandardCompliance.Description="How strict should the encoder keep to the standard? A strictness below 'Normal' may cause issues with playback."
|
|
FFmpegEncoder.StandardCompliance.VeryStrict="Very Strict"
|
|
FFmpegEncoder.StandardCompliance.Strict="Strict"
|
|
FFmpegEncoder.StandardCompliance.Normal="Normal"
|
|
FFmpegEncoder.StandardCompliance.Unofficial="Unofficial"
|
|
FFmpegEncoder.StandardCompliance.Experimental="Experimental"
|
|
FFmpegEncoder.GPU="GPU"
|
|
FFmpegEncoder.GPU.Description="For multiple GPU systems, selects which GPU to use as the main encoder"
|
|
FFmpegEncoder.KeyFrames="Key Frames"
|
|
FFmpegEncoder.KeyFrames.IntervalType="Interval Type"
|
|
FFmpegEncoder.KeyFrames.IntervalType.Frames="Frames"
|
|
FFmpegEncoder.KeyFrames.IntervalType.Seconds="Seconds"
|
|
FFmpegEncoder.KeyFrames.IntervalType.Description="Keyframe interval type"
|
|
FFmpegEncoder.KeyFrames.Interval.Description="Distance between key frames, in frames or seconds."
|
|
FFmpegEncoder.KeyFrames.Interval="Interval"
|
|
|
|
# Encoder: NVENC
|
|
FFmpegEncoder.NVENC.Preset="Preset"
|
|
FFmpegEncoder.NVENC.Preset.Description="Presets are NVIDIA's preconfigured default settings."
|
|
FFmpegEncoder.NVENC.Preset.Default="Default"
|
|
FFmpegEncoder.NVENC.Preset.Slow="Slow"
|
|
FFmpegEncoder.NVENC.Preset.Medium="Medium"
|
|
FFmpegEncoder.NVENC.Preset.Fast="Fast"
|
|
FFmpegEncoder.NVENC.Preset.HighPerformance="High Performance"
|
|
FFmpegEncoder.NVENC.Preset.HighQuality="High Quality"
|
|
FFmpegEncoder.NVENC.Preset.BluRayDisc="BluRay Disc"
|
|
FFmpegEncoder.NVENC.Preset.LowLatency="Low Latency"
|
|
FFmpegEncoder.NVENC.Preset.LowLatencyHighPerformance="Low Latency High Performance"
|
|
FFmpegEncoder.NVENC.Preset.LowLatencyHighQuality="Low Latency High Quality"
|
|
FFmpegEncoder.NVENC.Preset.Lossless="Lossless"
|
|
FFmpegEncoder.NVENC.Preset.LosslessHighPerformance="Lossless High Performance"
|
|
FFmpegEncoder.NVENC.RateControl="Rate Control Options"
|
|
FFmpegEncoder.NVENC.RateControl.Mode="Mode"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.Description="Rate control mode selection"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CQP="Constant Quantization Parameter"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CQP.Description="A flat compression ratio with no regard for bit rates."
|
|
FFmpegEncoder.NVENC.RateControl.Mode.VBR="Variable Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.VBR.Description="Sacrifices quality to stay below the upper bitrate limit,\nor saves bitrate where possible."
|
|
FFmpegEncoder.NVENC.RateControl.Mode.VBR_HQ="High Quality Variable Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.VBR_HQ.Description="Variable Bitrate with two-pass encoding enabled by default."
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CBR="Constant Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CBR.Description="Compresses footage so that it matches the target bitrate over the duration of\none second. This comes at a cost in quality during high motion scenes or\nscenes with flickering brightness like often seen in RPGs."
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CBR_HQ="High Quality Constant Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CBR_HQ.Description="Constant Bitrate with two-pass encoding enabled by default."
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CBR_LD_HQ="Low Delay High Quality Constant Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Mode.CBR_LD_HQ.Description="Constant Bitrate optimized for lowest encoding latency."
|
|
FFmpegEncoder.NVENC.RateControl.TwoPass="Two Pass"
|
|
FFmpegEncoder.NVENC.RateControl.TwoPass.Description="Enable a secondary pass for encoding, which can help with quality and bitrate stability.\nImproves quality slightly at the cost of some GPU time.\nNvidia Turing hardware might actually see a quality degrade from this."
|
|
FFmpegEncoder.NVENC.RateControl.LookAhead="Look Ahead"
|
|
FFmpegEncoder.NVENC.RateControl.LookAhead.Description="Look ahead this many frames while encoding to better distribute bitrate.\nImproves quality slightly at the cost of some GPU time.\nSet to 0 to disable."
|
|
FFmpegEncoder.NVENC.RateControl.AdaptiveI="Adaptive I-Frames"
|
|
FFmpegEncoder.NVENC.RateControl.AdaptiveI.Description="Enables adaptive I-Frame insertion.\nOnly has an effect when look ahead is set to a value other than 0."
|
|
FFmpegEncoder.NVENC.RateControl.AdaptiveB="Adaptive B-Frames"
|
|
FFmpegEncoder.NVENC.RateControl.AdaptiveB.Description="Enables adaptive B-Frame insertion.\nOnly has an effect when look ahead is set to a value other than 0."
|
|
FFmpegEncoder.NVENC.RateControl.BufferSize="Buffer Size"
|
|
FFmpegEncoder.NVENC.RateControl.BufferSize.Description="Specifies the buffer size used for bitrate constrained modes.\nIdeally set to (KeyFrame Interval In Seconds * Bitrate Target), so at 2 seconds and 6000 kbit it should be 12000."
|
|
FFmpegEncoder.NVENC.RateControl.Bitrate="Bitrate Limits"
|
|
FFmpegEncoder.NVENC.RateControl.Bitrate.Target="Target Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Bitrate.Minimum="Minimum Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Bitrate.Maximum="Maximum Bitrate"
|
|
FFmpegEncoder.NVENC.RateControl.Quality="Quality Limits"
|
|
FFmpegEncoder.NVENC.RateControl.Quality.Target="Target Quality"
|
|
FFmpegEncoder.NVENC.RateControl.Quality.Target.Description="Target quality to achieve, with values closer to 0 being better quality.\nSet to 0 to disable the target quality restriction."
|
|
FFmpegEncoder.NVENC.RateControl.Quality.Minimum="Minimum Quality"
|
|
FFmpegEncoder.NVENC.RateControl.Quality.Minimum.Description="Minimum quality to achieve, with values closer to 0 being better quality.\nSet to -1 to disable the maximum restriction."
|
|
FFmpegEncoder.NVENC.RateControl.Quality.Maximum="Maximum Quality"
|
|
FFmpegEncoder.NVENC.RateControl.Quality.Maximum.Description="Maximum quality to achieve, with values closer to 0 being better quality.\nSet to -1 to disable the maximum restriction."
|
|
FFmpegEncoder.NVENC.RateControl.QP="Quantization Parameters"
|
|
FFmpegEncoder.NVENC.RateControl.QP.I="I-Frame QP"
|
|
FFmpegEncoder.NVENC.RateControl.QP.I.Description="Quantization parameter for I-Frames.\nSmaller values mean better quality in exchange for higher bitrate, while higher values mean less bitrate in exchange for less quality."
|
|
FFmpegEncoder.NVENC.RateControl.QP.P="P-Frame QP"
|
|
FFmpegEncoder.NVENC.RateControl.QP.P.Description="Quantization parameter for P-Frames.\nSmaller values mean better quality in exchange for higher bitrate, while higher values mean less bitrate in exchange for less quality."
|
|
FFmpegEncoder.NVENC.RateControl.QP.B="B-Frame QP"
|
|
FFmpegEncoder.NVENC.RateControl.QP.B.Description="Quantization parameter for B-Frames.\nSmaller values mean better quality in exchange for higher bitrate, while higher values mean less bitrate in exchange for less quality."
|
|
FFmpegEncoder.NVENC.AQ="Adaptive Quantization"
|
|
FFmpegEncoder.NVENC.AQ.Spatial="Spatial Adaptive Quantization"
|
|
FFmpegEncoder.NVENC.AQ.Spatial.Description="Enable spatial adaptive quantization, also sometimes referred to as Psychovisual Adaptive Quantization."
|
|
FFmpegEncoder.NVENC.AQ.Strength="Spatial Adaptive Quantization Strength"
|
|
FFmpegEncoder.NVENC.AQ.Strength.Description="Strength of the spatial adaptive quantization.\nValues closer to 15 mean more aggressive, while values closer to 1 mean more relaxed."
|
|
FFmpegEncoder.NVENC.AQ.Temporal="Temporal Adaptive Quantization"
|
|
FFmpegEncoder.NVENC.AQ.Temporal.Description="Enable temporal adaptive quantization."
|
|
FFmpegEncoder.NVENC.Other="Other Options"
|
|
FFmpegEncoder.NVENC.Other.BFrames="Maximum B-Frames"
|
|
FFmpegEncoder.NVENC.Other.BFrames.Description="Maximum number of B-Frames to insert into the encoded bitstream.\nActual number of B-Frames may be lower depending on content and lookahead settings.\nOnly Turing NVENC supports B-Frames for HEVC."
|
|
FFmpegEncoder.NVENC.Other.BFrameReferenceMode="B-Frame Reference Mode"
|
|
FFmpegEncoder.NVENC.Other.BFrameReferenceMode.Each="Each B-Frame will be used for references"
|
|
FFmpegEncoder.NVENC.Other.BFrameReferenceMode.Middle="Only (# of B-Frames)/2 will be used for references"
|
|
FFmpegEncoder.NVENC.Other.ZeroLatency="Zero Latency"
|
|
FFmpegEncoder.NVENC.Other.ZeroLatency.Description="Enable zero latency operation, which ensures that there is no reordering delay."
|
|
FFmpegEncoder.NVENC.Other.WeightedPrediction="Weighted Prediction"
|
|
FFmpegEncoder.NVENC.Other.WeightedPrediction.Description="Enable weighted prediction for encoding.\nCan't be used with B-Frames."
|
|
FFmpegEncoder.NVENC.Other.NonReferencePFrames="Non-reference P-Frames"
|
|
FFmpegEncoder.NVENC.Other.NonReferencePFrames.Description="Enable the automatic insertion of non-reference P-Frames."
|
|
FFmpegEncoder.NVENC.Other.AccessUnitDelimiter="Access Unit Delimiter"
|
|
FFmpegEncoder.NVENC.Other.AccessUnitDelimiter.Description="Enable insertion of an Access Unit Delimiter."
|
|
FFmpegEncoder.NVENC.Other.DecodedPictureBufferSize="Decoded Picture Buffer Size"
|
|
FFmpegEncoder.NVENC.Other.DecodedPictureBufferSize.Description="The maximum number of decoded pictures that the encoder should reference, or 0 to automatically determine.\nMust be at least the number of B-Frames plus one and actual limits depend on the selected level.\nIdeally set to the highest supported value by the level or left at 0 as the encoder detects the ideal setting."
|