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https://github.com/TES3MP/openmw-tes3mp.git
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7d36a202a8
The cell loading threshold (default: 1024 units) prevents exterior cell loading until the player has travelled part-way into the next cell. This gets rid of excessive cell loadings when walking along an exterior cell border. Lower the maximum allowed view distance in options menu to accomodate. Change setting name so that old settings files are upgraded.
254 lines
4.8 KiB
INI
254 lines
4.8 KiB
INI
# WARNING: Editing this file might have no effect, as these
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# settings are overwritten by your user settings file.
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[Video]
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resolution x = 800
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resolution y = 600
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fullscreen = false
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screen = 0
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# Minimize the window if it loses key focus?
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minimize on focus loss = true
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# Render system
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# blank means default
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# Valid values:
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# OpenGL Rendering Subsystem
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# Direct3D9 Rendering Subsystem
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render system =
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# Valid values:
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# none
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# MSAA 2
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# MSAA 4
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# MSAA 8
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# MSAA 16
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antialiasing = none
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vsync = false
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# opengl render to texture mode, valid options:
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# PBuffer, FBO, Copy
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opengl rtt mode = FBO
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[GUI]
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# 1 is fully opaque
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menu transparency = 0.84
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# 0 - instantly, 1 - max. delay
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tooltip delay = 0
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subtitles = false
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[General]
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# Camera field of view
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field of view = 55
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# Texture filtering mode. valid values:
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# none
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# anisotropic
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# bilinear
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# trilinear
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texture filtering = anisotropic
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# Has no effect when texture filtering is not anisotropic
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anisotropy = 4
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# Number of texture mipmaps to generate
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num mipmaps = 8
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shader mode =
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screenshot format = png
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[Shadows]
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# Shadows are only supported when object shaders are on!
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enabled = false
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# Split the shadow maps, allows for a larger shadow distance
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split = false
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# Increasing shadow distance will lower the shadow quality.
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# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
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shadow distance = 1300
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# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
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split shadow distance = 14000
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# Size of the shadow textures, higher means higher quality
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texture size = 1024
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# Turn on/off various shadow casters
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actor shadows = true
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misc shadows = true
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statics shadows = true
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terrain shadows = true
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# Fraction of the total shadow distance after which the shadow starts to fade out
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fade start = 0.8
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debug = false
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[HUD]
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# FPS counter
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# 0: not visible
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# 1: basic FPS display
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# 2: advanced FPS display (batches, triangles)
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fps = 0
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crosshair = true
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[Objects]
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shaders = true
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# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
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# Note: has no effect when shaders are turned off
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num lights = 8
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# Use static geometry for static objects. Improves rendering speed.
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use static geometry = true
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[Map]
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# Adjusts the scale of the global map
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global map cell size = 18
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[Viewing distance]
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# Limit the rendering distance of small objects
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limit small object distance = false
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# Size below which an object is considered as small
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small object size = 250
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# Rendering distance for small objects
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small object distance = 3500
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# Viewing distance at normal weather conditions
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# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
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# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
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# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
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# exact factor would depend on FOV
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viewing distance = 4600
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# Distance at which fog starts (proportional to viewing distance)
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fog start factor = 0.5
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# Distance at which fog ends (proportional to viewing distance)
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fog end factor = 1.0
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[Terrain]
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distant land = false
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shader = true
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[Water]
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shader = false
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refraction = false
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rtt size = 512
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reflect terrain = true
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reflect statics = false
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reflect actors = false
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[Sound]
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# Device name. Blank means default
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device =
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# Volumes. master volume affects all other volumes.
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master volume = 1.0
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sfx volume = 1.0
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music volume = 0.4
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footsteps volume = 0.15
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voice volume = 1.0
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[Input]
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grab cursor = true
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invert y axis = false
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camera sensitivity = 1.0
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ui sensitivity = 1.0
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camera y multiplier = 1.0
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always run = false
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[Game]
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# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
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best attack = false
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difficulty = 0
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[Saves]
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character =
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# Save when resting
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autosave = true
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[Windows]
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inventory x = 0
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inventory y = 0.4275
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inventory w = 0.6225
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inventory h = 0.5725
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inventory container x = 0
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inventory container y = 0.4275
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inventory container w = 0.6225
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inventory container h = 0.5725
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inventory barter x = 0
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inventory barter y = 0.4275
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inventory barter w = 0.6225
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inventory barter h = 0.5725
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inventory companion x = 0
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inventory companion y = 0.4275
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inventory companion w = 0.6225
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inventory companion h = 0.5725
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container x = 0.25
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container y = 0
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container w = 0.75
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container h = 0.375
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companion x = 0.25
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companion y = 0
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companion w = 0.75
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companion h = 0.375
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map x = 0.625
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map y = 0
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map w = 0.375
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map h = 0.5725
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barter x = 0.25
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barter y = 0
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barter w = 0.75
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barter h = 0.375
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alchemy x = 0.25
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alchemy y = 0.25
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alchemy w = 0.5
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alchemy h = 0.5
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stats x = 0
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stats y = 0
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stats w = 0.375
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stats h = 0.4275
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spells x = 0.3775
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spells y = 0.4275
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spells w = 0.375
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spells h = 0.5725
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console x = 0
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console y = 0
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console w = 1
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console h = 0.5
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dialogue h = 0.810
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dialogue w = 0.810
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dialogue x = 0.095
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dialogue y = 0.095
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