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127 lines
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3.9 KiB
ReStructuredText
127 lines
No EOL
3.9 KiB
ReStructuredText
Shadow Settings
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###############
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Main settings
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*************
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enable shadows
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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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Enable or disable the rendering of shadows.
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Unlike in the original Morrowind engine, 'Shadow Mapping' is used, which can have a performance impact, but has more realistic results.
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number of shadow maps
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---------------------
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:Type: integer
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:Range: 1 to 8, but higher values may conflict with other texture effects
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:Default: 1
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Control 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.
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Using too many shadow maps will lead to them overriding texture slots used for other effects, producing unpleasant artefacts.
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A value of three is recommended in most cases, but other values may produce better results or performance.
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enable debug hud
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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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Enable or disable the debug hud to see what the shadow map(s) contain.
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This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
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compute tight scene bounds
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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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With this setting enabled, attempt to better use the shadow map(s) by making them cover a smaller area.
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This can be especially helpful when looking downwards with a high viewing distance but will be less useful with the default value.
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The performance impact of this may be very large.
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shadow map resolution
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---------------------
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:Type: integer
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:Range: Dependent on GPU/driver combination
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:Default: 1024
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Control How large to make the shadow map(s).
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Higher values increase GPU load but can produce better-looking results.
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Power-of-two values may turn out to be faster than smaller values which are not powers of two on some GPU/driver combinations.
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actor shadows
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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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Allow actors to cast shadows.
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Potentially decreases performance.
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player shadows
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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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Allow the player to cast shadows.
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Potentially decreases performance.
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terrain shadows
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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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Allow terrain to cast shadows.
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Potentially decreases performance.
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Note: Right now, there is no setting allowing toggling of shadows for statics
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Expert settings
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***************
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You probably shouldn't be changing these if you haven't read `this paper on Parallel Split Shadow Maps <https://pdfs.semanticscholar.org/15a9/f2a7cf6b1494f45799617c017bd42659d753.pdf>`_ and understood how they interact with the transformation used with Light Space Perspective Shadow Maps.
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If you have, then you may get better results tuning these for your specific view distance.
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split point uniform logarithmic ratio
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-------------------------------------
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:Type: float
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:Range: 0.0-1.0 for sensible results. Other values may 'work' but could behave bizarrely.
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:Default: 0.5
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Controls the ratio of :math:`C_i^{log}` versus :math:`C_i^{uniform}` used to form the Practical Split Scheme as described in the linked paper.
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split point bias
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----------------
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:Type: float
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:Range: Any value supported by C++ floats on your platform, although undesirable behaviour is more likely to appear the further the value is from zero.
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:Default: 0.0
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The :math:`\delta_{bias}` parameter used to form the Practical Split Scheme as described in the linked paper.
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minimum lispsm near far ratio
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-----------------------------
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:Type: float
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:Range: Must be greater than zero.
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:Default: 0.25
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Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation.
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Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera.
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Increasing this pushes detail further away by moving the frustum apex further from the near plane. |