From feac7bd88e8086f20a4dc1f67dd273d0bd6e2eb9 Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Sun, 20 May 2018 00:17:06 +0100 Subject: [PATCH] Use 3 shadow maps by default as 1 sucks. --- files/settings-default.cfg | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/files/settings-default.cfg b/files/settings-default.cfg index 1ffc745e8..5c404a78f 100644 --- a/files/settings-default.cfg +++ b/files/settings-default.cfg @@ -511,7 +511,7 @@ companion h = 0.63 # Enable or disable shadows. Bear in mind that this will force OpenMW to use shaders as if "[Shaders]/force shaders" was set to true. enable shadows = false # How many shadow maps to use - more of these means each shadow map texel covers less area, producing better looking shadows, but may decrease performance. -number of shadow maps = 1 +number of shadow maps = 3 # If true, allow shadow maps to overlap. Counter-intuitively, will produce better results when the light is behind the camera. When enabled, OpenMW uses Cascaded Shadow Maps and when disabled, it uses Parallel Split Shadow Maps. allow shadow map overlap = true # Indirectly controls where to split the shadow map(s). Values closer to 1.0 bring more detail closer to the camera (potentially excessively so), and values closer to 0.0 spread it more evenly across the whole viewing distance. 0.5 is recommended for most viewing distances by the original Parallel Split Shadow Maps paper, but this does not take into account use of a Light Space Perspective transformation, so other values may be preferable. If some of the terms used here go over your head, you probably don't want to change this, especially not without reading the associated papers first.