this.slider_adaptiveQuantStrength.Name = "slider_adaptiveQuantStrength";\r
this.slider_adaptiveQuantStrength.Size = new System.Drawing.Size(131, 45);\r
this.slider_adaptiveQuantStrength.TabIndex = 88;\r
- this.ToolTip.SetToolTip(this.slider_adaptiveQuantStrength, resources.GetString("slider_adaptiveQuantStrength.ToolTip"));\r
+ this.ToolTip.SetToolTip(this.slider_adaptiveQuantStrength, "Adaptive quantization controls how the encoder distributes bits across the frame." +\r
+ " \r\nHigher values take more bits away from edges and complex areas to improve ar" +\r
+ "eas with finer detail");\r
this.slider_adaptiveQuantStrength.Value = 10;\r
this.slider_adaptiveQuantStrength.Scroll += new System.EventHandler(this.widgetControlChanged);\r
// \r
Note that some devices and players, even those that support Main Profile, \r
may have problems with Weighted P-frame prediction: the Apple TV is completely incompatible with it, for example.</value>\r
</data>\r
- <data name="slider_adaptiveQuantStrength.ToolTip" xml:space="preserve">\r
- <value>Psychovisual Rate Distortion Optimization sure is a mouthful, isn't it? Basically, it means x264 tries to retain detail, for better quality to the human eye, \r
-as opposed to trying to maximize quality the way a computer understands it, through signal-to-noise ratios that have trouble telling apart fine detail and noise.</value>\r
- </data>\r
<data name="combo_pyrmidalBFrames.ToolTip" xml:space="preserve">\r
<value>This is the distance x264 searches from its best guess at the motion of a block in order to try to find its actual motion. \r
Doesn't apply to Diamond or Hexagon search options. \r