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  <resheader name="resmimetype">
    <value>text/microsoft-resx</value>
  </resheader>
  <resheader name="version">
    <value>2.0</value>
  </resheader>
  <resheader name="reader">
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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  <data name="BTB_Render_quality" xml:space="preserve">
    <value>BTB Render quality</value>
  </data>
  <data name="BTB_Render_quality_Tooltip" xml:space="preserve">
    <value>Rendering quality of texture objects in BTB stages.
High is the recommended option if the PC can keep up the FPS rate.

Low = Low quality (improves FPS)
High = High quality textures</value>
  </data>
  <data name="Cubic_env_maps" xml:space="preserve">
    <value>Cubic env maps</value>
    <comment>Option name for cubic environment graphics option</comment>
  </data>
  <data name="Cubic_env_maps_Tooltip" xml:space="preserve">
    <value>Cubic environment effects on textures (mirrors, reflections).
In most cases these effects are irrelevant, so recommendation is to set this off.

Off = No cubic map effects on textures (improves FPS)
Normal = Normal quality
High = High quality effects (may cause serious FPS issues)</value>
  </data>
  <data name="F11ScreenshotFormat" xml:space="preserve">
    <value>Screenshot format</value>
  </data>
  <data name="F11ScreenshotFormat_CarStagePNG" xml:space="preserve">
    <value>Car-stage.PNG</value>
    <comment>List item in screenshot format option</comment>
  </data>
  <data name="F11ScreenshotFormat_StageCarPNG" xml:space="preserve">
    <value>Stage-car.PNG</value>
    <comment>List item in screenshot format option</comment>
  </data>
  <data name="F11ScreenshotFormat_Tooltip" xml:space="preserve">
    <value>Pressing F11 key takes a screenshot in RBR. By default RBR uses BMP file format.
Use this option to change the screenshot format and filename logic.

BMP = rbr.bmp
PNG = rbr.png
Stage-car.PNG = stageName-carName.png
Car-stage.PNG = carName-stageName.png

PNG is the recommended format, it takes a lot less diskspace than BMP format</value>
  </data>
  <data name="FullscreenMode" xml:space="preserve">
    <value>Fullscreen mode</value>
    <comment>An option name</comment>
  </data>
  <data name="FullscreenMode_1_Normal" xml:space="preserve">
    <value>Normal</value>
    <comment>List item in Fullscreen mode option</comment>
  </data>
  <data name="FullscreenMode_2_DX9" xml:space="preserve">
    <value>DirectX9</value>
  </data>
  <data name="FullscreenMode_3_Win" xml:space="preserve">
    <value>Windowed</value>
  </data>
  <data name="FullscreenMode_Tooltip" xml:space="preserve">
    <value>Normal fullscreen or DirectX9 fullscreen mode.

Warning. DirectX9 does NOT support switching between a desktop and RBR (alt-tabbing) without Vulkan mode.

Normal = Windows fullscreen (supports desktop switching even without Vulkan dxvk)
DirectX9 = DirectX fullscreen (improves FPS, but desktop switching works only when Vulkan dxvk support is enabled)
Windowed = Traditional Windows application</value>
  </data>
  <data name="Graphics_Quality" xml:space="preserve">
    <value>Graphics quality</value>
    <comment>Label value in Screen&amp;Graphics page</comment>
  </data>
  <data name="Graphics_Quality_1_Low" xml:space="preserve">
    <value>Low preset</value>
    <comment>Graphics Quality option name</comment>
  </data>
  <data name="Graphics_Quality_2_Normal" xml:space="preserve">
    <value>Normal preset</value>
  </data>
  <data name="Graphics_Quality_3_High" xml:space="preserve">
    <value>High preset</value>
  </data>
  <data name="Graphics_Quality_4_Custom" xml:space="preserve">
    <value>Custom</value>
  </data>
  <data name="Graphics_Quality_Tooltip" xml:space="preserve">
    <value>Preset graphics quality options.

Low = Low graphic details (improves FPS)
Normal = Normal graphic details
High = High graphic details
Custom = Set manually each option below</value>
  </data>
  <data name="Particle_quality" xml:space="preserve">
    <value>Particle quality</value>
    <comment>Option name for particle quality graphics option</comment>
  </data>
  <data name="Particle_quality_Toooltip" xml:space="preserve">
    <value>Particle quality (dust/gravel/snow/water splashes) shown behind the car.
	
In race mode OFF is the recommended option to improve FPS (you won't see particles in cockpit view).
However, in replay mode HIGH is the recommended option to make roadside camera views more lively.

Off = No dust/snow/water splash particle effects (improves FPS)
Low = Low quality
High = High quality particles</value>
  </data>
  <data name="Racing" xml:space="preserve">
    <value>Racing</value>
    <comment>Column label for racing options</comment>
  </data>
  <data name="RBRGamingMonitor" xml:space="preserve">
    <value>RBR gaming monitor</value>
  </data>
  <data name="RBRGamingMonitor_Tooltip" xml:space="preserve">
    <value>By default RBR is shown on the primary monitor on multi monitor setups.
Use this option to choose another monitor for the RBR game window.

Default = Primary monitor set by system
Display 1-4 = Specific monitor# (if exists)
Custom = Manually set coordinates in plugins\\NGPCarMenu.ini RBRWindowPosition option</value>
  </data>
  <data name="RBRXRes_Tooltip" xml:space="preserve">
    <value>Game resolution horizontal (X)</value>
    <comment>Tooltip of custom resolution options</comment>
  </data>
  <data name="RBRYRes_Tooltip" xml:space="preserve">
    <value>Game resolution vertical (Y)</value>
  </data>
  <data name="RenderScale" xml:space="preserve">
    <value>% render scale</value>
    <comment>An option label</comment>
  </data>
  <data name="RenderScale_Tooltip" xml:space="preserve">
    <value>[decimal] Render scale of RBR graphics in normal fullscreen mode. RBR game graphics is drawn in low resolution and then upscaled to full screen size. Lower render scale improves FPS performance at the expense of graphics quality.
Set this only if your PC cannot handle the resolution natively.

100% = No render scaling (default)
10-99.99% = Low render resolution to improve FPS
-1 = Custom scaling set in NGPCarMenu.ini RBRWindowUpscale option</value>
    <comment>Tooltip of custom resolution option RenderScale. Keep the [decimal] prefix in all translated texts also</comment>
  </data>
  <data name="Render_car_shadows" xml:space="preserve">
    <value>Render car shadows</value>
    <comment>Option name</comment>
  </data>
  <data name="Render_car_shadows_Tooltip" xml:space="preserve">
    <value>Render car shadows under the car.
In race mode OFF is the recommend option to improve FPS (you won't see shadows in cockpit view).
In replay mode shadows are recommended if the PC can keep up the FPS rate.

Off = No car shadow effects (improves FPS)
On = Show car shadow effects</value>
  </data>
  <data name="Render_quality" xml:space="preserve">
    <value>Render quality</value>
    <comment>Option label</comment>
  </data>
  <data name="Render_quality_LowWarning" xml:space="preserve">
    <value>Optionally set low per stage in RallySimFans_personal.ini file</value>
    <comment>Warning text shown when the global renderQuality is set as low</comment>
  </data>
  <data name="Render_quality_LowWarning_Tooltip" xml:space="preserve">
    <value>You can set RenderQuality=Low per stage by using [stage1234] RenderQuality options in RallySimFans_personal.ini file (see RBR game path) and leaving the default here as High</value>
  </data>
  <data name="Render_quality_Tooltip" xml:space="preserve">
    <value>Rendering quality of texture objects in stages using native RBR track format (non BTB stages).
High is the recommended option.

Low = Low quality (Not recommended if PC can handle medium or high)
Medium = Medium quality (improves FPS)
High = High quality textures (the recommended option)</value>
  </data>
  <data name="Replay" xml:space="preserve">
    <value>Replay</value>
    <comment>Column label for replay options</comment>
  </data>
  <data name="Resolution" xml:space="preserve">
    <value>Resolution</value>
    <comment>An option label in Screen&amp;Graphics page</comment>
  </data>
  <data name="Resolution_Tooltip" xml:space="preserve">
    <value>Game resolution (horizontal x vertical). The custom option allows you to set any resolution and render scale options</value>
    <comment>Tooltip of Resolution option in Screen&amp;Graphics page</comment>
  </data>
  <data name="Show_FPS" xml:space="preserve">
    <value>Show FPS counter</value>
  </data>
  <data name="Show_FPS_Tooltip" xml:space="preserve">
    <value>Enables the on-screen FPS performance counter.
Use this only when diagnosing graphics performance issues</value>
  </data>
  <data name="TrackIR_ViewRange" xml:space="preserve">
    <value>% TrackIR view</value>
    <comment>Option label</comment>
  </data>
  <data name="TrackIR_ViewRange_Tooltip" xml:space="preserve">
    <value>Extended TrackIR view range. Valid only when TrackIR is enabled.
	
100% = No extended range (default)
1-99% = Narrower view range
101-200% = Wider view range</value>
  </data>
  <data name="Use_TrackIR" xml:space="preserve">
    <value>TrackIR head tracking</value>
    <comment>Option label</comment>
  </data>
  <data name="Use_TrackIR_Tooltip" xml:space="preserve">
    <value>Enables TrackIR and full 180° view range support in RBR to track the orientation of driver's head and using this to turn around the internal camera view.
	
You need a TrackIR compatible device to use this feature. OpenTrack + ordinary webcam + ArucoPaperMarker is a free option (https://github.com/opentrack/opentrack/wiki)</value>
  </data>
  <data name="Triple_Screens_settings" xml:space="preserve">
    <value>Triple Screens settings</value>
    <comment>Label name</comment>
  </data>
  <data name="Triple_Screens_enabled" xml:space="preserve">
    <value>Use Triple Screens</value>
    <comment>Option to enable true Triple Screen mode</comment>
  </data>
  <data name="Triple_Screens_enabled_Tooltip" xml:space="preserve">
    <value>Toggle to enable true triple screen support via openRBRTriples</value>
  </data>
  <data name="Triple_Screens_Surround_Tooltip" xml:space="preserve">
    <value>Check this if NVIDIA surround is in use or if you want to use triple screen projection on a single wide screen.</value>
  </data>
  <data name="Triple_Screens_Bezel_Tooltip" xml:space="preserve">
    <value>Specify the size of a screen bezel in pixels if the bezel corrected resolution via NVIDIA surround is in use.</value>
  </data>
  <data name="Triple_Screens_Leftres_Tooltip" xml:space="preserve">
    <value>Resolution of the left window.</value>
  </data>
  <data name="Triple_Screens_Middleres_Tooltip" xml:space="preserve">
    <value>Resolution of the middle window.</value>
  </data>
  <data name="Triple_Screens_Rightres_Tooltip" xml:space="preserve">
    <value>Resolution of the right window.</value>
  </data>
  <data name="Vertical_Sync" xml:space="preserve">
    <value>Vertical sync (VSYNC)</value>
    <comment>Option label in Screen&amp;Graphics page</comment>
  </data>
  <data name="Vertical_Sync_Tooltip" xml:space="preserve">
    <value>Enables vsync to match processor cycles with a graphics card.
	
In most cases it is recommended to enable this if CPU and GPU can keep up with the monitor refresh rate.
</value>
  </data>
  <data name="Virtual_Reality_AutoDisableGauger" xml:space="preserve">
    <value>Disable GaugerPlugin automatically in VR mode</value>
    <comment>Option name in VR settings</comment>
  </data>
  <data name="Virtual_Reality_AutoDisableGauger_Tooltip" xml:space="preserve">
    <value>When this option is enabled then GaugerPlugin is automatically disabled in VR mode. 

GaugerPlugin may cause FPS performance or instability issues with VR headsets. 
Enable the option if GaugerPlugin causes issues in your setup</value>
  </data>
  <data name="Virtual_Reality_ControlMapping" xml:space="preserve">
    <value>Control Mappings..</value>
    <comment>Button label in VR settings</comment>
  </data>
  <data name="Virtual_Reality_ControlMapping_Tooltip" xml:space="preserve">
    <value>Click to set control mappings to adjust RBRVR seat position (by default RBRVR uses numpad keys)</value>
  </data>
  <data name="Virtual_Reality_Disable_CamShake" xml:space="preserve">
    <value>Disable camera shake in VR</value>
    <comment>Option name in VR settings</comment>
  </data>
  <data name="Virtual_Reality_Disable_CamShake_Tooltip" xml:space="preserve">
    <value>Disables camera shaking in VR mode</value>
  </data>
  <data name="Virtual_Reality_Enabled" xml:space="preserve">
    <value>Use Virtual Reality headset</value>
    <comment>Option name to enable VR mode</comment>
  </data>
  <data name="Virtual_Reality_Enabled_Tooltip" xml:space="preserve">
    <value>Use VR headset via a Virtual Reality plugin.
	
openRBRVR is a new plugin in active development. It is Vulkan based and offers a better performance and more features than RBRVR.
RBRVR is the original VR plugin for RBR. It has been around for longer and is an alternative for openRBRVR. It has support for VR controllers.</value>
  </data>
  <data name="Virtual_Reality_Override2DResolution" xml:space="preserve">
    <value>Override 2D resolution in VR mode</value>
  </data>
  <data name="Virtual_Reality_Override2DResolution_Tooltip" xml:space="preserve">
    <value>When this option is enabled then the backend 2D resolution (RBR uses it internally outside of VR view) is overriden in VR mode.
Lower in-game resolution (for example 400x300) may improve FPS in VR mode, but does not affect the resolution in VR view</value>
  </data>
  <data name="Virtual_Reality_Override2DResolution_XY_Tooltip" xml:space="preserve">
    <value>Resolution of hidden 2D window in VR mode</value>
    <comment>Tooltip of resolution override option in VR settings</comment>
  </data>
  <data name="Virtual_Reality_RenderScale" xml:space="preserve">
    <value>% VR render scaling</value>
    <comment>Option name in VR settings</comment>
  </data>
  <data name="Virtual_Reality_RenderScale_Tooltip" xml:space="preserve">
    <value>[decimal] VR render scaling. Use a higher value for supersampling antialiasing to improve VR image quality at the expense of FPS performance, lower value to improve FPS.

100% is 1:1 pixel mapping (default 125%)</value>
  </data>
  <data name="Virtual_Reality_settings" xml:space="preserve">
    <value>Virtual Reality settings</value>
    <comment>Label name</comment>
  </data>
  <data name="Virtual_Reality_settings_Tooltip" xml:space="preserve">
    <value>Virtual desktop within VR RBR has an instruction notebook on the table.

NUMPAD 0 = Recenter view (alternative left CTRL+left SHIFT)
NUMPAD 4 &amp; 6 = Move a seat left and right
NUMPAD 8 &amp; 2 = Move a seat up and down
NUMPAD - &amp; + = Move a seat back and forth</value>
  </data>
  <data name="VulkanMode" xml:space="preserve">
    <value>Graphics mode</value>
  </data>
  <data name="VulkanMode_1_Off" xml:space="preserve">
    <value>Off</value>
    <comment>List item in Vulkan mode option</comment>
  </data>
  <data name="VulkanMode_2_Vulkan" xml:space="preserve">
    <value>Vulkan</value>
  </data>
  <data name="VulkanMode_3_VulkanSH" xml:space="preserve">
    <value>Vulkan+SimHub</value>
  </data>
  <data name="VulkanMode_AA" xml:space="preserve">
    <value>Anti-Aliasing</value>
    <comment>Vulkan/DX11/DX12 anti-aliasing option label</comment>
  </data>
  <data name="VulkanMode_AA_Tooltip" xml:space="preserve">
    <value>Anti-aliasing in Vulkan/DX11/DX12 mode (x1, x2, SRS x1, SRS x2). May decrease FPS performance.

SRS = Sample Rate Shading options improve AA quality, but have bigger impact on FPS performance than normal AA.</value>
  </data>
  <data name="VulkanMode_Tooltip" xml:space="preserve">
    <value>NVidia and AMD graphics cards support modern enhanced Vulkan/DX11/DX12 interface (not supported with RbrVR).
Vulkan/DX11/DX12 improves FPS performance on some NVidia and AMD PCs. Vulkan/DX11/DX12 may also improve graphics quality when anti-aliasing is enabled

Normal = Default RBR graphics interface (DirectX9, supports VR)
Vulkan = Vulkan-dxvk enhanced graphics mode (improves FPS)
Vulkan+SimHub = Vulkan-dxvk with SimHub support (try this if SimHub overlay is hidden)
DgV DX11 = DgVoodoo DirectX11 (try this if Normal or Vulkan doesn't work)
DgV DX12 = DgVoodoo DirectX12 (try this if Normal or Vulkan doesn't work)</value>
  </data>
  <data name="VulkanMode_Version_Tooltip" xml:space="preserve">
    <value>Vulkan version used with the graphics card. Version 1.3 has better SRS anti-aliasing support.

If RBR shows "Could not find compatible Direct3D device" error then try the older version.
The latest GPU vendor specific driver installation is also highly recommended.

1.2 = Older AMD and NVidia GPUs (like NVidia GTX 6xx)
1.3 = Newer AMD and NVidia GPUs supporting SRS anti-aliasing (like NVidia GTX 8xx and newer)</value>
  </data>
  <data name="Virtual_Reality_LockToHorizonRoll" xml:space="preserve">
    <value>Roll</value>
	<comment>VR camera options to lock a horizon vertically and horizontally</comment>
  </data>
  <data name="Virtual_Reality_LockToHorizonPitch" xml:space="preserve">
    <value>Pitch</value>
  </data>
  <data name="Virtual_Reality_LockToHorizon" xml:space="preserve">
    <value>horizon locking</value>
  </data>  
  <data name="Virtual_Reality_LockToHorizon_Tooltip" xml:space="preserve">
    <value>Lock a camera to horizon in roll or pitch axis to stabilize the VR view</value>
  </data>
  <data name="Virtual_Reality_DrawDesktopWindow" xml:space="preserve">
    <value>Show desktop window on the monitor</value>
  </data>  
  <data name="Virtual_Reality_DrawDesktopWindow_Tooltip" xml:space="preserve">
    <value>Shows the 2D desktop window on the monitor. Disabling this may improve the VR FPS</value>
  </data>  
</root>