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189 lines
6.8 KiB
ReStructuredText
189 lines
6.8 KiB
ReStructuredText
Cells Settings
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##############
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exterior cell load distance
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---------------------------
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:Type: integer
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:Range: >= 1
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:Default: 1
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This setting determines the number of exterior cells adjacent to the character that will be loaded for rendering.
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Values greater than 1 may significantly affect loading times when exiting interior spaces
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or loading additional exterior cells. Caution is advised when increasing this setting.
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This setting interacts with viewing distance and field of view settings.
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It is generally very wasteful for this value to load geometry than will almost never be visible
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due to viewing distance and fog. For low frame rate screen shots of scenic vistas,
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this setting should be set high, and viewing distances adjusted accordingly.
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This setting can only be configured by editing the settings configuration file.
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preload enabled
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---------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Controls whether textures and objects will be pre-loaded in background threads.
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This setting being enabled should result in a reduced amount of loading screens, no impact on frame rate,
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and a varying amount of additional RAM usage, depending on how the preloader was configured (see the below settings).
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The default preloading settings with vanilla game files should only use negligible amounts of RAM, however,
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when using high-res texture and model replacers
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it may be necessary to tweak these settings to prevent the game from running out of memory.
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The effects of (pre-)loading can be observed on the in-game statistics panel brought up with the 'F4' key.
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All settings starting with 'preload' in this section will have no effect if preloading is disabled,
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and can only be configured by editing the settings configuration file.
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preload num threads
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-------------------
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:Type: integer
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:Range: >=1
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:Default: 1
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Controls the number of worker threads used for preloading operations.
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In addition to the preloading threads, OpenMW uses a main thread, a sound streaming thread, and a graphics thread.
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Therefore, the default setting of one preloading thread will result in a total of 4 threads used,
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which should work well with quad-core CPUs. If you have additional cores to spare,
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consider increasing the number of preloading threads to 2 or 3 for a boost in preloading performance.
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Faster preloading will reduce the chance that a cell could not be completely loaded before the player moves into it,
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and hence reduce the chance of seeing loading screens or frame drops.
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This may be especially relevant when the player moves at high speed
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and/or a large number of cells are loaded in via 'exterior cell load distance'.
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A value of 4 or higher is not recommended.
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With 4 or more threads, improvements will start to diminish due to file reading and synchronization bottlenecks.
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preload exterior grid
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---------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Controls whether adjacent cells are preloaded when the player moves close to an exterior cell border.
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preload fast travel
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-------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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Controls whether fast travel destinations are preloaded when the player moves close to a travel service.
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Because the game can not predict the destination that the player will choose,
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all possible destinations will be preloaded. This setting is disabled by default
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due to the adverse effect on memory usage caused by the preloading of all possible destinations.
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preload doors
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-------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Controls whether locations behind a door are preloaded when the player moves close to the door.
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preload distance
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----------------
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:Type: floating point
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:Range: >0
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:Default: 1000
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Controls the distance in in-game units that is considered the player being 'close' to a preloading trigger.
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Used by all the preloading mechanisms i.e. 'preload exterior grid', 'preload fast travel' and 'preload doors'.
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For measurement purposes, the distance to an object in-game can be observed by opening the console,
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clicking on the object and typing 'getdistance player'.
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preload instances
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-----------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Controls whether or not objects are also pre-instanced on top of being pre-loaded.
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Instancing happens when the same object is placed more than once in the cell,
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and to be sure that any modifications to one instance do not affect the other,
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the game will create independent copies (instances) of the object.
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If this setting is enabled, the creation of instances will be done in the preloading thread;
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otherwise, instancing will only happen in the main thread once the cell is actually loaded.
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Enabling this setting should reduce the chance of frame drops when transitioning into a preloaded cell,
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but will also result in some additional memory usage.
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preload cell cache min
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----------------------
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:Type: integer
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:Range: >0
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:Default: 12
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The minimum number of preloaded cells that will be kept in the cache.
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Once the number of preloaded cells in the cache exceeds this setting,
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the game may start to expire preloaded cells based on the 'preload cell expiry delay' setting,
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starting with the oldest cell.
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When a preloaded cell expires, all the assets that were loaded for it will also expire
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and will have to be loaded again the next time the cell is requested for preloading.
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preload cell cache max
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----------------------
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:Type: integer
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:Range: >0
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:Default: 20
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The maximum number of cells that will ever be in pre-loaded state simultaneously.
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This setting is intended to put a cap on the amount of memory that could potentially be used by preload state.
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preload cell expiry delay
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-------------------------
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:Type: floating point
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:Range: >=0
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:Default: 5
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The amount of time (in seconds) that a preloaded cell will stay in cache after it is no longer referenced or required,
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for example, after the player has moved away from a door without entering it.
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prediction time
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---------------
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:Type: floating point
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:Range: >=0
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:Default: 1
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The amount of time (in seconds) in the future to predict the player position for. This predicted position is used to preload any cells and/or distant terrain required at that position.
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This setting will only have an effect if 'preload enabled' is set or the 'distant terrain' in the Terrain section is set.
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Increasing this setting from its default may help if your computer/hard disk is too slow to preload in time and you see loading screens and/or lag spikes.
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cache expiry delay
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------------------
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:Type: floating point
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:Range: >=0
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:Default: 5
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The amount of time (in seconds) that a preloaded texture or object will stay in cache
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after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
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pointers cache size
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------------------
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:Type: integer
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:Range: >0
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:Default: 40
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The count of object pointers, that will be saved for a faster search by object ID.
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