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openmw-tes3mp/files/settings-default.cfg

174 lines
3.5 KiB
INI

# WARNING: Editing this file might have no effect, as these
# settings are overwritten by your user settings file.
[Video]
resolution x = 800
resolution y = 600
fullscreen = false
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screen = 0
# Render system
# blank means default
# Valid values:
# OpenGL Rendering Subsystem
# Direct3D9 Rendering Subsystem
render system =
# Valid values:
# none
# MSAA 2
# MSAA 4
# MSAA 8
# MSAA 16
antialiasing = none
vsync = false
# opengl render to texture mode, valid options:
# PBuffer, FBO, Copy
opengl rtt mode = FBO
[GUI]
# 1 is fully opaque
menu transparency = 0.84
# 0 - instantly, 1 - max. delay
tooltip delay = 0
subtitles = false
[General]
# Camera field of view
field of view = 55
# Texture filtering mode. valid values:
# none
# anisotropic
# bilinear
# trilinear
texture filtering = anisotropic
# Has no effect when texture filtering is not anisotropic
anisotropy = 4
# Number of texture mipmaps to generate
# This setting is currently ignored due to mipmap generation problems on Intel/AMD
#num mipmaps = 5
shader mode =
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[Shadows]
# Shadows are only supported when object shaders are on!
enabled = false
# Split the shadow maps, allows for a larger shadow distance
# Warning: enabling this will cause some terrain textures to disappear due to
# hitting the texture unit limit of the terrain material
split = false
# Increasing shadow distance will lower the shadow quality.
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
shadow distance = 1300
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
split shadow distance = 14000
# Size of the shadow textures, higher means higher quality
texture size = 1024
# Turn on/off various shadow casters
actor shadows = true
misc shadows = true
statics shadows = true
terrain shadows = true
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# Fraction of the total shadow distance after which the shadow starts to fade out
fade start = 0.8
debug = false
[HUD]
# FPS counter
# 0: not visible
# 1: basic FPS display
# 2: advanced FPS display (batches, triangles)
fps = 0
crosshair = true
[Objects]
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shaders = true
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
# Note: has no effect when shaders are turned off
num lights = 8
# Use static geometry for static objects. Improves rendering speed.
use static geometry = true
[Viewing distance]
# Limit the rendering distance of small objects
limit small object distance = false
# Size below which an object is considered as small
small object size = 250
# Rendering distance for small objects
small object distance = 3500
# Max viewing distance at clear weather conditions
max viewing distance = 5600
# Distance at which fog starts (proportional to viewing distance)
fog start factor = 0.5
# Distance at which fog ends (proportional to viewing distance)
fog end factor = 1.0
[Terrain]
distant land = false
shader = true
[Water]
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shader = true
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refraction = true
rtt size = 512
reflect terrain = true
reflect statics = false
reflect small statics = false
reflect actors = false
reflect misc = false
[Sound]
# Device name. Blank means default
device =
# Volumes. master volume affects all other volumes.
master volume = 1.0
sfx volume = 1.0
music volume = 0.4
footsteps volume = 0.6
voice volume = 1.0
[Input]
invert y axis = false
camera sensitivity = 1.0
ui sensitivity = 1.0
camera y multiplier = 1.0
ui y multiplier = 1.0
[Game]
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
best attack = false
[Saves]
character =