mirror of
https://github.com/OpenMW/openmw.git
synced 2025-10-17 20:16:39 +00:00
docs - advanced settings
This commit is contained in:
parent
937f2bd441
commit
759cea3051
30 changed files with 3753 additions and 4125 deletions
76
docs/source/_ext/omw-directives.py
Normal file
76
docs/source/_ext/omw-directives.py
Normal file
|
@ -0,0 +1,76 @@
|
|||
from docutils import nodes
|
||||
from docutils.parsers.rst import Directive, directives
|
||||
|
||||
class OMWSettingDirective(Directive):
|
||||
has_content = True
|
||||
option_spec = {
|
||||
'title': directives.unchanged_required,
|
||||
'type': directives.unchanged_required,
|
||||
'range': directives.unchanged,
|
||||
'default': directives.unchanged,
|
||||
'location': directives.unchanged,
|
||||
}
|
||||
|
||||
badge_map = {
|
||||
'float32': 'bdg-secondary', 'float64': 'bdg-muted',
|
||||
'int': 'bdg-primary', 'uint': 'bdg-light',
|
||||
'string': 'bdg-success', 'boolean': 'bdg-warning',
|
||||
'color': 'bdg-info',
|
||||
}
|
||||
|
||||
def run(self):
|
||||
opts = self.options
|
||||
title = opts['title']
|
||||
type_tags = opts['type'].split('|')
|
||||
badges = ' '.join(f':{self.badge_map.get(t)}:`{t}`' for t in type_tags)
|
||||
|
||||
values = [
|
||||
badges,
|
||||
opts.get('range', ''),
|
||||
opts.get('default', ''),
|
||||
opts.get('location', ':bdg-danger:`user settings.cfg`')
|
||||
]
|
||||
|
||||
table = nodes.table(classes=['omw-setting'])
|
||||
tgroup = nodes.tgroup(cols=4)
|
||||
table += tgroup
|
||||
for _ in range(4):
|
||||
tgroup += nodes.colspec(colwidth=20)
|
||||
|
||||
thead = nodes.thead()
|
||||
tgroup += thead
|
||||
thead += nodes.row('', *[
|
||||
nodes.entry('', nodes.paragraph(text=label))
|
||||
for label in ['Type', 'Range', 'Default', 'Location']
|
||||
])
|
||||
|
||||
tbody = nodes.tbody()
|
||||
tgroup += tbody
|
||||
row = nodes.row()
|
||||
|
||||
for i, val in enumerate(values):
|
||||
entry = nodes.entry()
|
||||
inline, _ = self.state.inline_text(val, self.lineno)
|
||||
if i == 2 and 'color' in type_tags:
|
||||
rgba = [float(c) for c in opts['default'].split()]
|
||||
style = f'background-color:rgba({rgba[0]*255}, {rgba[1]*255}, {rgba[2]*255}, {rgba[3]})'
|
||||
chip = nodes.raw('', f'<span class="color-chip" style="{style}"></span>', format='html')
|
||||
wrapper = nodes.container(classes=['type-color-wrapper'], children=[chip] + inline)
|
||||
entry += wrapper
|
||||
else:
|
||||
entry += inline
|
||||
row += entry
|
||||
tbody += row
|
||||
|
||||
desc = nodes.paragraph()
|
||||
self.state.nested_parse(self.content, self.content_offset, desc)
|
||||
|
||||
section = nodes.section(ids=[nodes.make_id(title)])
|
||||
section += nodes.title(text=title)
|
||||
section += table
|
||||
section += desc
|
||||
return [section]
|
||||
|
||||
def setup(app):
|
||||
app.add_css_file("omw-directives.css")
|
||||
app.add_directive("omw-setting", OMWSettingDirective)
|
21
docs/source/_static/omw-directives.css
Normal file
21
docs/source/_static/omw-directives.css
Normal file
|
@ -0,0 +1,21 @@
|
|||
.omw-setting td:nth-child(1) { width: 20%; }
|
||||
.omw-setting td:nth-child(2) { width: 20%; }
|
||||
.omw-setting td:nth-child(3) { width: 20%; }
|
||||
.omw-setting td:nth-child(4) { width: 20%; }
|
||||
|
||||
.omw-setting .type-color-wrapper {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
justify-content: left;
|
||||
padding: 0;
|
||||
gap: 12px;
|
||||
}
|
||||
|
||||
.color-chip {
|
||||
display: inline-block;
|
||||
width: 1.5em;
|
||||
height: 1.5em;
|
||||
border-radius: 0.2em;
|
||||
border: 1px solid #333;
|
||||
}
|
|
@ -113,18 +113,18 @@ tbody tr:hover {
|
|||
}
|
||||
}
|
||||
|
||||
/* Less intrusive scrollbar in left section TOC */
|
||||
#left-sidebar::-webkit-scrollbar {
|
||||
/* Less intrusive scrollbar in the TOC */
|
||||
#left-sidebar::-webkit-scrollbar, #right-sidebar .sticky::-webkit-scrollbar {
|
||||
width: 6px;
|
||||
border-radius: 0;
|
||||
}
|
||||
|
||||
#left-sidebar::-webkit-scrollbar-thumb {
|
||||
#left-sidebar::-webkit-scrollbar-thumb, #right-sidebar .sticky::-webkit-scrollbar-thumb {
|
||||
background-color: hsl(var(--border));;
|
||||
border-radius: 0;
|
||||
}
|
||||
|
||||
#left-sidebar::-webkit-scrollbar-thumb:hover {
|
||||
#left-sidebar::-webkit-scrollbar-thumb:hover, #right-sidebar .sticky::-webkit-scrollbar-thumb:hover {
|
||||
background-color: hsl(var(--muted));;
|
||||
}
|
||||
|
||||
|
|
|
@ -25,6 +25,7 @@ from sphinxawesome_theme.postprocess import Icons
|
|||
# documentation root, use os.path.abspath to make it absolute, like shown here.
|
||||
project_root = os.path.abspath('../../')
|
||||
sys.path.insert(0, project_root)
|
||||
sys.path.append(os.path.abspath("_ext"))
|
||||
|
||||
# -- General configuration ------------------------------------------------
|
||||
|
||||
|
@ -42,6 +43,7 @@ extensions = [
|
|||
'sphinx.ext.viewcode',
|
||||
'sphinx.ext.autosectionlabel',
|
||||
'sphinx_design',
|
||||
'omw-directives'
|
||||
]
|
||||
|
||||
#autosectionlabel_prefix_document = True
|
||||
|
|
|
@ -1,232 +1,184 @@
|
|||
GUI Settings
|
||||
############
|
||||
|
||||
scaling factor
|
||||
--------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.5 to 8.0
|
||||
:Default: 1.0
|
||||
|
||||
This setting scales GUI windows.
|
||||
A value of 1.0 results in the normal scale. Larger values are useful to increase the scale of the GUI for high resolution displays.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
font size
|
||||
---------
|
||||
|
||||
:Type: integer
|
||||
:Range: 12 to 18
|
||||
:Default: 16
|
||||
|
||||
Allows to specify glyph size for in-game fonts.
|
||||
Note: default bitmap fonts are supposed to work with 16px size, otherwise glyphs will be blurry.
|
||||
TrueType fonts do not have this issue.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
menu transparency
|
||||
-----------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (transparent) to 1.0 (opaque)
|
||||
:Default: 0.84
|
||||
|
||||
This setting controls the transparency of the GUI windows.
|
||||
This setting can be adjusted in game with the Menu Transparency slider in the Prefs panel of the Options menu.
|
||||
|
||||
tooltip delay
|
||||
-------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >= 0.0
|
||||
:Default: 0.0
|
||||
|
||||
This value determines the number of seconds between when you begin hovering over an item and when its tooltip appears.
|
||||
This setting only affects the tooltip delay for objects under the crosshair in GUI mode windows.
|
||||
|
||||
The tooltip displays context sensitive information on the selected GUI element,
|
||||
such as weight, value, damage, armor rating, magical effects, and detailed description.
|
||||
|
||||
This setting can be adjusted between 0.0 and 1.0 in game
|
||||
with the Menu Help Delay slider in the Prefs panel of the Options menu.
|
||||
|
||||
keyboard navigation
|
||||
-------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Enable or disable keyboard navigation, such as arrow keys and tab moving UI focus, spacebar and Use keys pressing buttons.
|
||||
|
||||
stretch menu background
|
||||
-----------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Stretch or shrink the main menu screen, loading splash screens, introductory movie,
|
||||
and cut scenes to fill the specified video resolution, distorting their aspect ratio.
|
||||
The Bethesda provided assets have a 4:3 aspect ratio, but other assets are permitted to have other aspect ratios.
|
||||
If this setting is false, the assets will be centered in the mentioned 4:3 aspect ratio,
|
||||
with black bars filling the remainder of the screen.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
subtitles
|
||||
---------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enable or disable subtitles for NPC spoken dialog (and some sound effects).
|
||||
Subtitles will appear in a tool tip box in the lower center of the screen.
|
||||
|
||||
This setting can be toggled in game with the Subtitles button in the Prefs panel of Options menu.
|
||||
|
||||
hit fader
|
||||
---------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
This setting enables or disables the "red flash" overlay that provides a visual clue when the character has taken damage.
|
||||
|
||||
If this setting is disabled, the player will "bleed" like NPCs do.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
werewolf overlay
|
||||
----------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Enable or disable the werewolf visual effect in first-person mode.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
color background owned
|
||||
----------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0
|
||||
:Default: 0.15 0.0 0.0 1.0 (dark red)
|
||||
|
||||
The following two settings determine the background color of the tool tip and the crosshair
|
||||
when hovering over an item owned by an NPC.
|
||||
The color definitions are composed of four floating point values between 0.0 and 1.0 inclusive,
|
||||
representing the red, green, blue and alpha channels. The alpha value is currently ignored.
|
||||
The crosshair color will have no effect if the crosshair setting in the HUD section is disabled.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
This setting has no effect if the show owned setting in the Game Settings Section is false.
|
||||
|
||||
color crosshair owned
|
||||
---------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0
|
||||
:Default: 1.0 0.15 0.15 1.0 (bright red)
|
||||
|
||||
This setting sets the color of the crosshair when hovering over an item owned by an NPC.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
This setting has no effect if the crosshair setting in the HUD Settings Section is false.
|
||||
This setting has no effect if the show owned setting in the Game Settings Section is false.
|
||||
|
||||
color topic enable
|
||||
------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
This setting controls whether the topics available in the dialogue topic list are coloured according to their state.
|
||||
See 'color topic specific' and 'color topic exhausted' for details.
|
||||
|
||||
color topic specific
|
||||
--------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0 for each channel
|
||||
:Default: 0.45 0.5 0.8 1 (blue)
|
||||
|
||||
This setting overrides the colour of dialogue topics that have a response unique to the actors speaking.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
A topic response is considered unique if its Actor filter field contains the speaking actor's object ID and hasn't yet been read.
|
||||
|
||||
color topic specific over
|
||||
-------------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0 for each channel
|
||||
:Default: 0.6 0.6 0.85 1 (blue)
|
||||
|
||||
This setting provides an "over" colour to dialogue topics that meet the color topic specific criteria.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
A dialogue topic is considered "over" if it is the active GUI element through keyboard or mouse events.
|
||||
|
||||
color topic specific pressed
|
||||
----------------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0 for each channel
|
||||
:Default: 0.3 0.35 0.75 1 (blue)
|
||||
|
||||
This setting provides an "pressed" colour to dialogue topics that meet the color topic specific criteria.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
A dialogue topic is considered "pressed" if it is the active GUI element and it receives a sustained keyboard or mouse event.
|
||||
|
||||
color topic exhausted
|
||||
---------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0 for each channel
|
||||
:Default: 0.3 0.3 0.3 1 (grey)
|
||||
|
||||
This setting overrides the colour of dialogue topics which have been "exhausted" by the player.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
A topic is considered "exhausted" if the response the player is about to see has already been seen.
|
||||
|
||||
color topic exhausted over
|
||||
--------------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0 for each channel
|
||||
:Default: 0.55 0.55 0.55 1 (grey)
|
||||
|
||||
This setting provides an "over" colour to dialogue topics that meet the color topic exhausted criteria.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
A dialogue topic is considered "over" if it is the active GUI element through keyboard or mouse events.
|
||||
|
||||
color topic exhausted pressed
|
||||
-----------------------------
|
||||
|
||||
:Type: RGBA floating point
|
||||
:Range: 0.0 to 1.0 for each channel
|
||||
:Default: 0.45 0.45 0.45 1 (grey)
|
||||
|
||||
This setting provides a "pressed" colour to dialogue topics that meet the color topic exhausted criteria.
|
||||
The value is composed of four floating point values representing the red, green, blue and alpha channels.
|
||||
The alpha value is currently ignored.
|
||||
|
||||
A dialogue topic is considered "pressed" if it is the active GUI element and it receives a sustained keyboard or mouse event.
|
||||
.. omw-setting::
|
||||
:title: scaling factor
|
||||
:type: float32
|
||||
:range: 0.5 to 8.0
|
||||
:default: 1.0
|
||||
:location: :bdg-success:`Launcher > Settings > Interface`
|
||||
|
||||
This setting scales GUI windows.
|
||||
A value of 1.0 results in normal scale.
|
||||
Larger values increase GUI scale for high resolution displays.
|
||||
|
||||
.. omw-setting::
|
||||
:title: font size
|
||||
:type: int
|
||||
:range: 12 to 18
|
||||
:default: 16
|
||||
:location: :bdg-success:`Launcher > Settings > Interface`
|
||||
|
||||
Specifies glyph size for in-game fonts.
|
||||
Default bitmap fonts work best at 16px; others may be blurry.
|
||||
trueType fonts do not have this issue.
|
||||
|
||||
.. omw-setting::
|
||||
:title: menu transparency
|
||||
:type: float32
|
||||
:range: 0.0 (transparent) to 1.0 (opaque)
|
||||
:default: 0.84
|
||||
|
||||
Controls transparency of GUI windows.
|
||||
Adjustable in game via Menu Transparency slider in the Prefs panel of Options.
|
||||
|
||||
.. omw-setting::
|
||||
:title: tooltip delay
|
||||
:type: float32
|
||||
:range: ≥ 0.0
|
||||
:default: 0.0
|
||||
|
||||
Seconds delay before tooltip appears when hovering over an item in GUI mode.
|
||||
Tooltips show context-sensitive info (weight, value, damage, etc.).
|
||||
Adjustable in game with Menu Help Delay slider in Prefs panel.
|
||||
|
||||
.. omw-setting::
|
||||
:title: keyboard navigation
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
Enable or disable keyboard navigation (arrow keys, tab focus, spacebar, Use key).
|
||||
|
||||
.. omw-setting::
|
||||
:title: stretch menu background
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Interface`
|
||||
|
||||
Stretch or shrink main menu, splash screens, intro movies, and cut scenes
|
||||
to fill the video resolution, possibly distorting aspect ratio.
|
||||
Bethesda assets are 4:3 ratio; others may differ.
|
||||
If false, assets are centered with black bars filling remainder.
|
||||
|
||||
.. omw-setting::
|
||||
:title: subtitles
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Enable or disable subtitles for NPC dialog and some sound effects.
|
||||
Subtitles appear in a tooltip box at screen lower center.
|
||||
Toggleable in game with Subtitles button in Prefs panel.
|
||||
|
||||
.. omw-setting::
|
||||
:title: hit fader
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
Enables or disables the red flash overlay when the character takes damage.
|
||||
Disabling causes the player to "bleed" like NPCs.
|
||||
|
||||
.. omw-setting::
|
||||
:title: werewolf overlay
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
Enable or disable the werewolf visual effect in first-person mode.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color background owned
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.15 0.0 0.0 1.0
|
||||
|
||||
|
||||
Background color of tooltip and crosshair when hovering over an NPC-owned item.
|
||||
Four floating point values: red, green, blue, alpha (alpha ignored).
|
||||
No effect if "show owned" in Game Settings is false.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color crosshair owned
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 1.0 0.15 0.15 1.0
|
||||
|
||||
|
||||
Crosshair color when hovering over an NPC-owned item.
|
||||
Four floating point values: red, green, blue, alpha (alpha ignored).
|
||||
No effect if crosshair setting in HUD is false or "show owned" in Game Settings is false.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic enable
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Interface`
|
||||
|
||||
Controls whether dialogue topics in the list are colored by their state.
|
||||
See related "color topic specific" and "color topic exhausted".
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic specific
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.45 0.5 0.8 1
|
||||
|
||||
Overrides color of dialogue topics with unique actor responses.
|
||||
Four floating point values: red, green, blue, alpha (alpha ignored).
|
||||
Unique if Actor filter matches speaking actor and not read yet.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic specific over
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.6 0.6 0.85 1
|
||||
|
||||
"Over" color for dialogue topics meeting "color topic specific" criteria.
|
||||
Four floating point values; alpha ignored.
|
||||
Active GUI element via keyboard or mouse events.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic specific pressed
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.3 0.35 0.75 1
|
||||
|
||||
"Pressed" color for dialogue topics meeting "color topic specific".
|
||||
Four floating point values; alpha ignored.
|
||||
Active GUI element receiving sustained input.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic exhausted
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.3 0.3 0.3 1
|
||||
|
||||
Overrides color of dialogue topics exhausted by the player.
|
||||
Four floating point values; alpha ignored.
|
||||
Exhausted if response has been seen.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic exhausted over
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.55 0.55 0.55 1
|
||||
|
||||
"Over" color for dialogue topics meeting "color topic exhausted".
|
||||
Four floating point values; alpha ignored.
|
||||
Active GUI element via keyboard or mouse.
|
||||
|
||||
.. omw-setting::
|
||||
:title: color topic exhausted pressed
|
||||
:type: color
|
||||
:range: [0, 1]
|
||||
:default: 0.45 0.45 0.45 1
|
||||
|
||||
"Pressed" color for dialogue topics meeting "color topic exhausted".
|
||||
Four floating point values; alpha ignored.
|
||||
Active GUI element receiving sustained input.
|
||||
|
|
|
@ -1,18 +1,15 @@
|
|||
HUD Settings
|
||||
############
|
||||
|
||||
crosshair
|
||||
---------
|
||||
.. omw-setting::
|
||||
:title: crosshair
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-info:`In Game > Options > Video`
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Determines whether the crosshair or reticle is displayed.
|
||||
Enabling provides immediate feedback about the focused object.
|
||||
Disabling may improve immersion or be preferred for screenshots.
|
||||
|
||||
This setting determines whether the crosshair or reticle is displayed.
|
||||
Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
|
||||
Some players perceive that disabling the crosshair provides a more immersive experience.
|
||||
Another common use is to disable the crosshair for screen shots.
|
||||
|
||||
As an alternative to this setting, the complete GUI, including the crosshair, may be toggled at runtime with the F11 key.
|
||||
|
||||
This setting can be toggled with the Crosshair button in the Prefs panel of the Options menu.
|
||||
The complete GUI, including crosshair, can be toggled at runtime with F11.
|
||||
|
|
|
@ -4,125 +4,115 @@ Camera Settings
|
|||
.. note::
|
||||
Some camera settings are available only in the in-game settings menu. See the tab "Scripts/OpenMW Camera".
|
||||
|
||||
near clip
|
||||
---------
|
||||
.. omw-setting::
|
||||
:title: near clip
|
||||
:type: float32
|
||||
:range: ≥ 0.005
|
||||
:default: 1
|
||||
|
||||
|
||||
:Type: floating point
|
||||
:Range: >= 0.005
|
||||
:Default: 1.0
|
||||
This setting controls the distance to the near clipping plane. The value must be greater than zero.
|
||||
Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character.
|
||||
Values greater than approximately 8.0 will clip the character's hands in first person view
|
||||
and/or the back of their head in third person view.
|
||||
|
||||
This setting controls the distance to the near clipping plane. The value must be greater than zero.
|
||||
Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character.
|
||||
Values greater than approximately 8.0 will clip the character's hands in first person view
|
||||
and/or the back of their head in third person view.
|
||||
.. omw-setting::
|
||||
:title: small feature culling
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
This setting determines whether objects that render to a few pixels or smaller will be culled (not drawn).
|
||||
It generally improves performance to enable this feature,
|
||||
and by definition the culled objects will be very small on screen.
|
||||
The size in pixels for an object to be considered 'small' is controlled by a separate setting.
|
||||
|
||||
small feature culling
|
||||
---------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
.. omw-setting::
|
||||
:title: small feature culling pixel size
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 2
|
||||
|
||||
|
||||
This setting determines whether objects that render to a few pixels or smaller will be culled (not drawn).
|
||||
It generally improves performance to enable this feature,
|
||||
and by definition the culled objects will be very small on screen.
|
||||
The size in pixels for an object to be considered 'small' is controlled by a separate setting.
|
||||
Controls the cutoff in pixels for the 'small feature culling' setting,
|
||||
which will have no effect if 'small feature culling' is disabled.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
.. omw-setting::
|
||||
:title: viewing distance
|
||||
:type: float32
|
||||
:range: ≥ 0
|
||||
:default: 7168
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Terrain` :bdg-info:`In Game > Options > Detail`
|
||||
|
||||
small feature culling pixel size
|
||||
--------------------------------
|
||||
This value controls the maximum visible distance (also called the far clipping plane).
|
||||
Larger values significantly improve rendering in exterior spaces,
|
||||
but also increase the amount of rendered geometry and significantly reduce the frame rate.
|
||||
Note that when cells are visible before loading, the geometry will "pop-in" suddenly,
|
||||
creating a jarring visual effect. To prevent this effect, this value should not be greater than:
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0
|
||||
:Default: 2.0
|
||||
.. math::
|
||||
|
||||
Controls the cutoff in pixels for the 'small feature culling' setting,
|
||||
which will have no effect if 'small feature culling' is disabled.
|
||||
\text{CellSizeInUnits} \times \text{CellGridRadius} - 1024
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many
|
||||
neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell.
|
||||
The field of view setting also interacts with this setting because the view frustum end is a plane,
|
||||
so you can see further at the edges of the screen than you should be able to.
|
||||
This can be observed in game by looking at distant objects
|
||||
and rotating the camera so the objects are near the edge of the screen.
|
||||
As a result, this distance is recommended to further be reduced to avoid pop-in for wide fields of view
|
||||
and long viewing distances near the edges of the screen if distant terrain and object paging are not used.
|
||||
|
||||
viewing distance
|
||||
----------------
|
||||
Reductions of up to 25% or more can be required to completely eliminate this pop-in.
|
||||
Such situations are unusual and probably not worth the performance penalty introduced
|
||||
by loading geometry obscured by fog in the center of the screen.
|
||||
See RenderingManager::configureFog for the relevant source code.
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0
|
||||
:Default: 7168.0
|
||||
This setting can be adjusted in game from the ridiculously low value of 2500 units to a maximum of 7168 units
|
||||
using the View Distance slider in the Detail tab of the Video panel of the Options menu, unless distant terrain is enabled,
|
||||
in which case the maximum is increased to 81920 units.
|
||||
|
||||
This value controls the maximum visible distance (also called the far clipping plane).
|
||||
Larger values significantly improve rendering in exterior spaces,
|
||||
but also increase the amount of rendered geometry and significantly reduce the frame rate.
|
||||
Note that when cells are visible before loading, the geometry will "pop-in" suddenly,
|
||||
creating a jarring visual effect. To prevent this effect, this value should not be greater than:
|
||||
.. omw-setting::
|
||||
:title: field of view
|
||||
:type: float32
|
||||
:range: [1,179]
|
||||
:default: 60
|
||||
:location: :bdg-info:`In Game > Options > Video`
|
||||
|
||||
CellSizeInUnits * CellGridRadius - 1024
|
||||
Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
|
||||
Small values provide a very narrow field of view that creates a "zoomed in" effect,
|
||||
while large values cause distortion at the edges of the screen.
|
||||
The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios
|
||||
(e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
|
||||
|
||||
The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many
|
||||
neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell.
|
||||
The field of view setting also interacts with this setting because the view frustum end is a plane,
|
||||
so you can see further at the edges of the screen than you should be able to.
|
||||
This can be observed in game by looking at distant objects
|
||||
and rotating the camera so the objects are near the edge of the screen.
|
||||
As a result, this distance is recommended to further be reduced to avoid pop-in for wide fields of view
|
||||
and long viewing distances near the edges of the screen if distant terrain and object paging are not used.
|
||||
.. omw-setting::
|
||||
:title: first person field of view
|
||||
:type: float32
|
||||
:range: [1,179]
|
||||
:default: 60
|
||||
|
||||
|
||||
Reductions of up to 25% or more can be required to completely eliminate this pop-in.
|
||||
Such situations are unusual and probably not worth the performance penalty introduced
|
||||
by loading geometry obscured by fog in the center of the screen.
|
||||
See RenderingManager::configureFog for the relevant source code.
|
||||
This setting controls the field of view for first person meshes such as the player's hands and held objects.
|
||||
It is not recommended to change this value from its default value
|
||||
because the Bethesda provided Morrowind assets do not adapt well to large values,
|
||||
while small values can result in the hands not being visible.
|
||||
|
||||
This setting can be adjusted in game from the ridiculously low value of 2500 units to a maximum of 7168 units
|
||||
using the View Distance slider in the Detail tab of the Video panel of the Options menu, unless distant terrain is enabled,
|
||||
in which case the maximum is increased to 81920 units.
|
||||
.. omw-setting::
|
||||
:title: reverse z
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
field of view
|
||||
-------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 1-179
|
||||
:Default: 55.0
|
||||
|
||||
Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
|
||||
Small values provide a very narrow field of view that creates a "zoomed in" effect,
|
||||
while large values cause distortion at the edges of the screen.
|
||||
The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios
|
||||
(e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
|
||||
|
||||
This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu.
|
||||
|
||||
first person field of view
|
||||
--------------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 1-179
|
||||
:Default: 55.0
|
||||
|
||||
This setting controls the field of view for first person meshes such as the player's hands and held objects.
|
||||
It is not recommended to change this value from its default value
|
||||
because the Bethesda provided Morrowind assets do not adapt well to large values,
|
||||
while small values can result in the hands not being visible.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
reverse z
|
||||
---------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Enables a reverse-z depth buffer in which the depth range is reversed. This
|
||||
allows for small :ref:`near clip` values and removes almost all z-fighting with
|
||||
terrain and even tightly coupled meshes at extreme view distances. For this to
|
||||
be useful, a floating point depth buffer is required. These features require
|
||||
driver and hardware support, but should work on any semi-modern desktop hardware
|
||||
through OpenGL extensions. The exception is macOS, which has since dropped
|
||||
development of OpenGL drivers. If unsupported, this setting has no effect.
|
||||
|
||||
Note, this will force OpenMW to use shaders as if :ref:`force shaders` was enabled.
|
||||
The performance impact of this feature should be negligible.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Enables a reverse-z depth buffer in which the depth range is reversed. This
|
||||
allows for small :ref:`near clip` values and removes almost all z-fighting with
|
||||
terrain and even tightly coupled meshes at extreme view distances. For this to
|
||||
be useful, a floating point depth buffer is required. These features require
|
||||
driver and hardware support, but should work on any semi-modern desktop hardware
|
||||
through OpenGL extensions. The exception is macOS, which has since dropped
|
||||
development of OpenGL drivers. If unsupported, this setting has no effect.
|
||||
|
||||
Note, this will force OpenMW to use shaders as if :ref:`force shaders` was enabled.
|
||||
The performance impact of this feature should be negligible.
|
||||
|
|
|
@ -1,180 +1,180 @@
|
|||
Cells Settings
|
||||
##############
|
||||
|
||||
preload enabled
|
||||
---------------
|
||||
.. omw-setting::
|
||||
:title: preload enabled
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Controls whether textures and objects will be pre-loaded in background threads.
|
||||
This setting being enabled should result in a reduced amount of loading screens, no impact on frame rate,
|
||||
and a varying amount of additional RAM usage, depending on how the preloader was configured (see the below settings).
|
||||
The default preloading settings with vanilla game files should only use negligible amounts of RAM, however,
|
||||
when using high-res texture and model replacers
|
||||
it may be necessary to tweak these settings to prevent the game from running out of memory.
|
||||
|
||||
Controls whether textures and objects will be pre-loaded in background threads.
|
||||
This setting being enabled should result in a reduced amount of loading screens, no impact on frame rate,
|
||||
and a varying amount of additional RAM usage, depending on how the preloader was configured (see the below settings).
|
||||
The default preloading settings with vanilla game files should only use negligible amounts of RAM, however,
|
||||
when using high-res texture and model replacers
|
||||
it may be necessary to tweak these settings to prevent the game from running out of memory.
|
||||
The effects of (pre-)loading can be observed on the in-game statistics panel brought up with the 'F4' key.
|
||||
|
||||
The effects of (pre-)loading can be observed on the in-game statistics panel brought up with the 'F4' key.
|
||||
All settings starting with 'preload' in this section will have no effect if preloading is disabled,
|
||||
and can only be configured by editing the settings configuration file.
|
||||
|
||||
All settings starting with 'preload' in this section will have no effect if preloading is disabled,
|
||||
and can only be configured by editing the settings configuration file.
|
||||
.. omw-setting::
|
||||
:title: preload num threads
|
||||
:type: int
|
||||
:range: ≥ 1
|
||||
:default: 1
|
||||
|
||||
|
||||
Controls the number of worker threads used for preloading operations.
|
||||
If you have additional CPU cores to spare, consider increasing the number of preloading threads to 2 or 3 for a boost in preloading performance.
|
||||
Faster preloading will reduce the chance that a cell could not be completely loaded before the player moves into it,
|
||||
and hence reduce the chance of seeing loading screens or frame drops.
|
||||
This may be especially relevant when the player moves at high speed
|
||||
and/or a large number of objects are preloaded due to large viewing distance.
|
||||
|
||||
preload num threads
|
||||
-------------------
|
||||
A value of 4 or higher is not recommended.
|
||||
With 4 or more threads, improvements will start to diminish due to file reading and synchronization bottlenecks.
|
||||
|
||||
:Type: integer
|
||||
:Range: >=1
|
||||
:Default: 1
|
||||
.. omw-setting::
|
||||
:title: preload exterior grid
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
Controls the number of worker threads used for preloading operations.
|
||||
If you have additional CPU cores to spare, consider increasing the number of preloading threads to 2 or 3 for a boost in preloading performance.
|
||||
Faster preloading will reduce the chance that a cell could not be completely loaded before the player moves into it,
|
||||
and hence reduce the chance of seeing loading screens or frame drops.
|
||||
This may be especially relevant when the player moves at high speed
|
||||
and/or a large number of objects are preloaded due to large viewing distance.
|
||||
Controls whether adjacent cells are preloaded when the player moves close to an exterior cell border.
|
||||
|
||||
A value of 4 or higher is not recommended.
|
||||
With 4 or more threads, improvements will start to diminish due to file reading and synchronization bottlenecks.
|
||||
.. omw-setting::
|
||||
:title: preload fast travel
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
|
||||
preload exterior grid
|
||||
---------------------
|
||||
Controls whether fast travel destinations are preloaded when the player moves close to a travel service.
|
||||
Because the game can not predict the destination that the player will choose,
|
||||
all possible destinations will be preloaded. This setting is disabled by default
|
||||
due to the adverse effect on memory usage caused by the preloading of all possible destinations.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
.. omw-setting::
|
||||
:title: preload doors
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
Controls whether adjacent cells are preloaded when the player moves close to an exterior cell border.
|
||||
Controls whether locations behind a door are preloaded when the player moves close to the door.
|
||||
|
||||
preload fast travel
|
||||
-------------------
|
||||
.. omw-setting::
|
||||
:title: preload distance
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 1000
|
||||
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Controls the distance in in-game units that is considered the player being 'close' to a preloading trigger.
|
||||
Used by all the preloading mechanisms i.e. 'preload exterior grid', 'preload fast travel' and 'preload doors'.
|
||||
|
||||
Controls whether fast travel destinations are preloaded when the player moves close to a travel service.
|
||||
Because the game can not predict the destination that the player will choose,
|
||||
all possible destinations will be preloaded. This setting is disabled by default
|
||||
due to the adverse effect on memory usage caused by the preloading of all possible destinations.
|
||||
For measurement purposes, the distance to an object in-game can be observed by opening the console,
|
||||
clicking on the object and typing 'getdistance player'.
|
||||
|
||||
preload doors
|
||||
-------------
|
||||
.. omw-setting::
|
||||
:title: preload instances
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Controls whether or not objects are also pre-instanced on top of being pre-loaded.
|
||||
Instancing happens when the same object is placed more than once in the cell,
|
||||
and to be sure that any modifications to one instance do not affect the other,
|
||||
the game will create independent copies (instances) of the object.
|
||||
If this setting is enabled, the creation of instances will be done in the preloading thread;
|
||||
otherwise, instancing will only happen in the main thread once the cell is actually loaded.
|
||||
|
||||
Controls whether locations behind a door are preloaded when the player moves close to the door.
|
||||
Enabling this setting should reduce the chance of frame drops when transitioning into a preloaded cell,
|
||||
but will also result in some additional memory usage.
|
||||
|
||||
preload distance
|
||||
----------------
|
||||
.. omw-setting::
|
||||
:title: preload cell cache min
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 12
|
||||
|
||||
|
||||
:Type: floating point
|
||||
:Range: >0
|
||||
:Default: 1000
|
||||
The minimum number of preloaded cells that will be kept in the cache.
|
||||
Once the number of preloaded cells in the cache exceeds this setting,
|
||||
the game may start to expire preloaded cells based on the 'preload cell expiry delay' setting,
|
||||
starting with the oldest cell.
|
||||
When a preloaded cell expires, all the assets that were loaded for it will also expire
|
||||
and will have to be loaded again the next time the cell is requested for preloading.
|
||||
|
||||
Controls the distance in in-game units that is considered the player being 'close' to a preloading trigger.
|
||||
Used by all the preloading mechanisms i.e. 'preload exterior grid', 'preload fast travel' and 'preload doors'.
|
||||
.. omw-setting::
|
||||
:title: preload cell cache max
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 20
|
||||
|
||||
|
||||
For measurement purposes, the distance to an object in-game can be observed by opening the console,
|
||||
clicking on the object and typing 'getdistance player'.
|
||||
The maximum number of cells that will ever be in pre-loaded state simultaneously.
|
||||
This setting is intended to put a cap on the amount of memory that could potentially be used by preload state.
|
||||
|
||||
preload instances
|
||||
-----------------
|
||||
.. omw-setting::
|
||||
:title: preload cell expiry delay
|
||||
:type: float32
|
||||
:range: ≥ 0
|
||||
:default: 5
|
||||
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
The amount of time (in seconds) that a preloaded cell will stay in cache after it is no longer referenced or required,
|
||||
for example, after the player has moved away from a door without entering it.
|
||||
|
||||
Controls whether or not objects are also pre-instanced on top of being pre-loaded.
|
||||
Instancing happens when the same object is placed more than once in the cell,
|
||||
and to be sure that any modifications to one instance do not affect the other,
|
||||
the game will create independent copies (instances) of the object.
|
||||
If this setting is enabled, the creation of instances will be done in the preloading thread;
|
||||
otherwise, instancing will only happen in the main thread once the cell is actually loaded.
|
||||
.. omw-setting::
|
||||
:title: prediction time
|
||||
:type: float32
|
||||
:range: ≥ 0
|
||||
:default: 1
|
||||
|
||||
|
||||
Enabling this setting should reduce the chance of frame drops when transitioning into a preloaded cell,
|
||||
but will also result in some additional memory usage.
|
||||
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.
|
||||
|
||||
preload cell cache min
|
||||
----------------------
|
||||
This setting will only have an effect if 'preload enabled' is set or the 'distant terrain' in the Terrain section is set.
|
||||
|
||||
:Type: integer
|
||||
:Range: >0
|
||||
:Default: 12
|
||||
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.
|
||||
|
||||
The minimum number of preloaded cells that will be kept in the cache.
|
||||
Once the number of preloaded cells in the cache exceeds this setting,
|
||||
the game may start to expire preloaded cells based on the 'preload cell expiry delay' setting,
|
||||
starting with the oldest cell.
|
||||
When a preloaded cell expires, all the assets that were loaded for it will also expire
|
||||
and will have to be loaded again the next time the cell is requested for preloading.
|
||||
.. omw-setting::
|
||||
:title: cache expiry delay
|
||||
:type: float32
|
||||
:range: ≥ 0
|
||||
:default: 5
|
||||
|
||||
|
||||
preload cell cache max
|
||||
----------------------
|
||||
The amount of time (in seconds) that a preloaded texture or object will stay in cache
|
||||
after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
|
||||
|
||||
:Type: integer
|
||||
:Range: >0
|
||||
:Default: 20
|
||||
.. omw-setting::
|
||||
:title: target framerate
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 60
|
||||
|
||||
|
||||
The maximum number of cells that will ever be in pre-loaded state simultaneously.
|
||||
This setting is intended to put a cap on the amount of memory that could potentially be used by preload state.
|
||||
Affects the time to be set aside each frame for graphics preloading operations.
|
||||
The game will distribute the preloading over several frames so as to not go under the specified framerate.
|
||||
For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around,
|
||||
you can try a lower value, although the framerate during loading will suffer a bit in that case.
|
||||
|
||||
preload cell expiry delay
|
||||
-------------------------
|
||||
.. omw-setting::
|
||||
:title: pointers cache size
|
||||
:type: int
|
||||
:range: [40, 1000]
|
||||
:default: 40
|
||||
|
||||
|
||||
:Type: floating point
|
||||
:Range: >=0
|
||||
:Default: 5
|
||||
|
||||
The amount of time (in seconds) that a preloaded cell will stay in cache after it is no longer referenced or required,
|
||||
for example, after the player has moved away from a door without entering it.
|
||||
|
||||
prediction time
|
||||
---------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >=0
|
||||
:Default: 1
|
||||
|
||||
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.
|
||||
|
||||
This setting will only have an effect if 'preload enabled' is set or the 'distant terrain' in the Terrain section is set.
|
||||
|
||||
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.
|
||||
|
||||
cache expiry delay
|
||||
------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >=0
|
||||
:Default: 5
|
||||
|
||||
The amount of time (in seconds) that a preloaded texture or object will stay in cache
|
||||
after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
|
||||
|
||||
target framerate
|
||||
----------------
|
||||
:Type: floating point
|
||||
:Range: >0
|
||||
:Default: 60
|
||||
|
||||
Affects the time to be set aside each frame for graphics preloading operations.
|
||||
The game will distribute the preloading over several frames so as to not go under the specified framerate.
|
||||
For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around,
|
||||
you can try a lower value, although the framerate during loading will suffer a bit in that case.
|
||||
|
||||
pointers cache size
|
||||
-------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: 40 to 1000
|
||||
:Default: 40
|
||||
|
||||
The count of object pointers that will be saved for a faster search by object ID.
|
||||
This is a temporary setting that can be used to mitigate scripting performance issues with certain game files.
|
||||
If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.
|
||||
The count of object pointers that will be saved for a faster search by object ID.
|
||||
This is a temporary setting that can be used to mitigate scripting performance issues with certain game files.
|
||||
If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.
|
||||
|
|
|
@ -1,173 +1,163 @@
|
|||
Fog Settings
|
||||
############
|
||||
|
||||
use distant fog
|
||||
---------------
|
||||
.. omw-setting::
|
||||
:title: use distant fog
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
This setting overhauls the behavior of fog calculations.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Normally the fog start and end distance are proportional to the viewing distance
|
||||
and use the fog depth set in the fallback settings.
|
||||
|
||||
This setting overhauls the behavior of fog calculations.
|
||||
Enabling this setting separates the fog distance from the viewing distance and fallback settings and makes fog distance
|
||||
and apparent density dependent on the weather and the current location according to the settings below.
|
||||
|
||||
Normally the fog start and end distance are proportional to the viewing distance
|
||||
and use the fog depth set in the fallback settings.
|
||||
Unfortunately specific weather-dependent fog factor and offset parameters are currently hard-coded.
|
||||
They are based off the default settings of MGE XE.
|
||||
|
||||
Enabling this setting separates the fog distance from the viewing distance and fallback settings and makes fog distance
|
||||
and apparent density dependent on the weather and the current location according to the settings below.
|
||||
+--------------+------------+--------+
|
||||
| Weather Type | Fog Factor | Offset |
|
||||
+==============+============+========+
|
||||
| Clear | 1.0 | 0.0 |
|
||||
+--------------+------------+--------+
|
||||
| Cloudy | 0.9 | 0.0 |
|
||||
+--------------+------------+--------+
|
||||
| Foggy | 0.2 | 0.3 |
|
||||
+--------------+------------+--------+
|
||||
| Overcast | 0.7 | 0.0 |
|
||||
+--------------+------------+--------+
|
||||
| Rain | 0.5 | 0.1 |
|
||||
+--------------+------------+--------+
|
||||
| Thunderstorm | 0.5 | 0.2 |
|
||||
+--------------+------------+--------+
|
||||
| Ashstorm | 0.2 | 0.5 |
|
||||
+--------------+------------+--------+
|
||||
| Blight | 0.2 | 0.6 |
|
||||
+--------------+------------+--------+
|
||||
| Snow | 0.5 | 0.4 |
|
||||
+--------------+------------+--------+
|
||||
| Blizzard | 0.16 | 0.7 |
|
||||
+--------------+------------+--------+
|
||||
|
||||
Unfortunately specific weather-dependent fog factor and offset parameters are currently hard-coded.
|
||||
They are based off the default settings of MGE XE.
|
||||
Non-underwater fog start and end distance are calculated like this according to these parameters::
|
||||
|
||||
+--------------+------------+--------+
|
||||
| Weather Type | Fog Factor | Offset |
|
||||
+==============+============+========+
|
||||
| Clear | 1.0 | 0.0 |
|
||||
+--------------+------------+--------+
|
||||
| Cloudy | 0.9 | 0.0 |
|
||||
+--------------+------------+--------+
|
||||
| Foggy | 0.2 | 0.3 |
|
||||
+--------------+------------+--------+
|
||||
| Overcast | 0.7 | 0.0 |
|
||||
+--------------+------------+--------+
|
||||
| Rain | 0.5 | 0.1 |
|
||||
+--------------+------------+--------+
|
||||
| Thunderstorm | 0.5 | 0.2 |
|
||||
+--------------+------------+--------+
|
||||
| Ashstorm | 0.2 | 0.5 |
|
||||
+--------------+------------+--------+
|
||||
| Blight | 0.2 | 0.6 |
|
||||
+--------------+------------+--------+
|
||||
| Snow | 0.5 | 0.4 |
|
||||
+--------------+------------+--------+
|
||||
| Blizzard | 0.16 | 0.7 |
|
||||
+--------------+------------+--------+
|
||||
fog start distance = fog factor * (base fog start distance - fog offset * base fog end distance)
|
||||
fog end distance = fog factor * (1.0 - fog offset) * base fog end distance
|
||||
|
||||
Non-underwater fog start and end distance are calculated like this according to these parameters::
|
||||
Underwater fog distance is used as-is.
|
||||
|
||||
fog start distance = fog factor * (base fog start distance - fog offset * base fog end distance)
|
||||
fog end distance = fog factor * (1.0 - fog offset) * base fog end distance
|
||||
A negative fog start distance means that the fog starts behind the camera
|
||||
so the entirety of the scene will be at least partially fogged.
|
||||
|
||||
Underwater fog distance is used as-is.
|
||||
A negative fog end distance means that the fog ends behind the camera
|
||||
so the entirety of the scene will be completely submerged in the fog.
|
||||
|
||||
A negative fog start distance means that the fog starts behind the camera
|
||||
so the entirety of the scene will be at least partially fogged.
|
||||
Fog end distance should be larger than the fog start distance.
|
||||
|
||||
A negative fog end distance means that the fog ends behind the camera
|
||||
so the entirety of the scene will be completely submerged in the fog.
|
||||
This setting and all further settings can only be configured by editing the settings configuration file.
|
||||
|
||||
Fog end distance should be larger than the fog start distance.
|
||||
.. omw-setting::
|
||||
:title: distant land fog start
|
||||
:type: float32
|
||||
:range: full float32 range
|
||||
:default: 16384 (2 cells)
|
||||
|
||||
|
||||
This setting and all further settings can only be configured by editing the settings configuration file.
|
||||
This is the base fog start distance used for distant fog calculations in exterior locations.
|
||||
|
||||
distant land fog start
|
||||
----------------------
|
||||
.. omw-setting::
|
||||
:title: distant land fog end
|
||||
:type: float32
|
||||
:range: full float32 range
|
||||
:default: 40960 (5 cells)
|
||||
|
||||
|
||||
:Type: floating point
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 16384 (2 cells)
|
||||
This is the base fog end distance used for distant fog calculations in exterior locations.
|
||||
|
||||
This is the base fog start distance used for distant fog calculations in exterior locations.
|
||||
.. omw-setting::
|
||||
:title: distant underwater fog start
|
||||
:type: float32
|
||||
:range: full float32 range
|
||||
:default: -4096
|
||||
|
||||
|
||||
distant land fog end
|
||||
--------------------
|
||||
This is the base fog start distance used for distant fog calculations in underwater locations.
|
||||
|
||||
:Type: floating point
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 40960 (5 cells)
|
||||
.. omw-setting::
|
||||
:title: distant underwater fog end
|
||||
:type: float32
|
||||
:range: full float32 range
|
||||
:default: 2457.6
|
||||
|
||||
|
||||
This is the base fog end distance used for distant fog calculations in exterior locations.
|
||||
This is the base fog end distance used for distant fog calculations in underwater locations.
|
||||
|
||||
distant underwater fog start
|
||||
----------------------------
|
||||
.. omw-setting::
|
||||
:title: distant interior fog start
|
||||
:type: float32
|
||||
:range: full float32 range
|
||||
:default: 0
|
||||
|
||||
|
||||
:Type: floating point
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: -4096
|
||||
This is the base fog start distance used for distant fog calculations in interior locations.
|
||||
|
||||
This is the base fog start distance used for distant fog calculations in underwater locations.
|
||||
.. omw-setting::
|
||||
:title: distant interior fog end
|
||||
:type: float32
|
||||
:range: full float32 range
|
||||
:default: 16384 (2 cells)
|
||||
|
||||
|
||||
distant underwater fog end
|
||||
--------------------------
|
||||
This is the base fog end distance used for distant fog calculations in interior locations.
|
||||
|
||||
:Type: floating point
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 2457.6
|
||||
.. omw-setting::
|
||||
:title: radial fog
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Fog`
|
||||
|
||||
This is the base fog end distance used for distant fog calculations in underwater locations.
|
||||
By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
|
||||
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
distant interior fog start
|
||||
--------------------------
|
||||
.. omw-setting::
|
||||
:title: exponential fog
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Fog`
|
||||
|
||||
:Type: floating point
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 0
|
||||
Similar to "radial fog" but uses an exponential formula for the fog.
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
This is the base fog start distance used for distant fog calculations in interior locations.
|
||||
.. omw-setting::
|
||||
:title: sky blending
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Fog`
|
||||
|
||||
distant interior fog end
|
||||
------------------------
|
||||
Whether to use blending with the sky for everything that is close to the clipping plane.
|
||||
If enabled the clipping plane becomes invisible.
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
:Type: floating point
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 16384 (2 cells)
|
||||
.. omw-setting::
|
||||
:title: sky blending start
|
||||
:type: float32
|
||||
:range: [0.0, 1.0)
|
||||
:default: 0.8
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Fog`
|
||||
|
||||
This is the base fog end distance used for distant fog calculations in interior locations.
|
||||
The fraction of the maximum distance at which blending with the sky starts.
|
||||
|
||||
radial fog
|
||||
----------
|
||||
.. omw-setting::
|
||||
:title: sky rtt resolution
|
||||
:type: float32|float32
|
||||
:default: 512 256
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
|
||||
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
exponential fog
|
||||
---------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Similar to "radial fog" but uses an exponential formula for the fog.
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
sky blending
|
||||
------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Whether to use blending with the sky for everything that is close to the clipping plane.
|
||||
If enabled the clipping plane becomes invisible.
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
sky blending start
|
||||
------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: from 0.0 (including) to 1.0 (excluding)
|
||||
:Default: 0.8
|
||||
|
||||
The fraction of the maximum distance at which blending with the sky starts.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
sky rtt resolution
|
||||
------------------
|
||||
|
||||
:Type: two positive integers
|
||||
:Default: 512 256
|
||||
|
||||
The sky RTT texture size, used only for sky blending. Smaller values
|
||||
reduce quality of the sky blending, but can have slightly better performance.
|
||||
The sky RTT texture size, used only for sky blending. Smaller values
|
||||
reduce quality of the sky blending, but can have slightly better performance.
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1,130 +1,104 @@
|
|||
General Settings
|
||||
################
|
||||
General
|
||||
#######
|
||||
|
||||
anisotropy
|
||||
----------
|
||||
.. omw-setting::
|
||||
:title: anisotropy
|
||||
:type: int
|
||||
:range: 0 to 16
|
||||
:default: 4
|
||||
:location: :bdg-info:`In Game > Options > Video > Detail Level`
|
||||
|
||||
:Type: integer
|
||||
:Range: 0 to 16
|
||||
:Default: 4
|
||||
Set the maximum anisotropic filtering on textures.
|
||||
Anisotropic filtering enhances the image quality of textures on surfaces at oblique viewing angles.
|
||||
Valid values range from 0 to 16.
|
||||
Modern video cards can often perform 8 or 16 anisotropic filtering with minimal performance impact.
|
||||
|
||||
Set the maximum anisotropic filtering on textures.
|
||||
Anisotropic filtering is a method of enhancing the image quality of textures
|
||||
on surfaces that are at oblique viewing angles with respect to the camera. Valid values range from 0 to 16.
|
||||
Modern video cards can often perform 8 or 16 anisotropic filtering with a minimal performance impact.
|
||||
This effect of this setting can be seen in the Video panel of the Options menu by finding a location with straight lines
|
||||
(striped rugs and Balmora cobblestones work well) radiating into the distance, and adjusting the anisotropy slider.
|
||||
This setting's effect can be seen by finding locations with straight lines
|
||||
(striped rugs or Balmora cobblestones) radiating into the distance,
|
||||
and adjusting the anisotropy slider.
|
||||
|
||||
This setting can be changed in game
|
||||
using the Anisotropy slider in the Detail tab of the Video panel of the Options menu.
|
||||
.. omw-setting::
|
||||
:title: screenshot format
|
||||
:type: string
|
||||
:range: jpg, png, tga
|
||||
:default: png
|
||||
:location: :bdg-success:`Launcher > Settings > Miscellaneous`
|
||||
|
||||
screenshot format
|
||||
-----------------
|
||||
Specify the format for screenshots taken using the screenshot key (F12 by default).
|
||||
This should be the file extension commonly associated with the format.
|
||||
Supported formats depend on compilation, but typically include "jpg", "png", and "tga".
|
||||
|
||||
:Type: string
|
||||
:Range: jpg, png, tga
|
||||
:Default: png
|
||||
.. omw-setting::
|
||||
:title: texture mag filter
|
||||
:type: string
|
||||
:range: nearest, linear
|
||||
:default: linear
|
||||
|
||||
Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default).
|
||||
This setting should be the file extension commonly associated with the desired format.
|
||||
The formats supported will be determined at compilation, but "jpg", "png", and "tga" should be allowed.
|
||||
Set the texture magnification filter type.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
.. omw-setting::
|
||||
:title: texture min filter
|
||||
:type: string
|
||||
:range: nearest, linear
|
||||
:default: linear
|
||||
|
||||
texture mag filter
|
||||
------------------
|
||||
Set the texture minification filter type.
|
||||
|
||||
:Type: string
|
||||
:Range: nearest, linear
|
||||
:Default: linear
|
||||
.. omw-setting::
|
||||
:title: texture mipmap
|
||||
:type: string
|
||||
:range: none, nearest, linear
|
||||
:default: nearest
|
||||
|
||||
Set the texture magnification filter type.
|
||||
Set the texture mipmap type to control the method mipmaps are created.
|
||||
Mipmapping reduces processing power needed during minification by pre-generating a series of smaller textures.
|
||||
|
||||
texture min filter
|
||||
------------------
|
||||
.. omw-setting::
|
||||
:title: notify on saved screenshot
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Miscellaneous`
|
||||
|
||||
:Type: string
|
||||
:Range: nearest, linear
|
||||
:Default: linear
|
||||
Show a message box when a screenshot is saved to a file.
|
||||
|
||||
Set the texture minification filter type.
|
||||
.. omw-setting::
|
||||
:title: preferred locales
|
||||
:type: string
|
||||
:default: en
|
||||
:location: :bdg-info:`In Game > Options > Language`
|
||||
|
||||
texture mipmap
|
||||
--------------
|
||||
Comma-separated list of preferred locales (e.g. "de,en").
|
||||
Each locale must consist of a two-letter language code and can optionally include a two-letter country code (e.g. "en_US").
|
||||
Country codes improve accuracy, but partial matches are allowed.
|
||||
|
||||
:Type: string
|
||||
:Range: none, nearest, linear
|
||||
:Default: nearest
|
||||
.. omw-setting::
|
||||
:title: gmst overrides l10n
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-info:`In Game > Options > Language`
|
||||
|
||||
Set the texture mipmap type to control the method mipmaps are created.
|
||||
Mipmapping is a way of reducing the processing power needed during minification
|
||||
by pregenerating a series of smaller textures.
|
||||
If true, localization GMSTs in content take priority over l10n files.
|
||||
Set to false if your preferred locale does not match the content language.
|
||||
|
||||
notify on saved screenshot
|
||||
--------------------------
|
||||
.. omw-setting::
|
||||
:title: log buffer size
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 65536
|
||||
|
||||
Buffer size for the in-game log viewer (F10).
|
||||
If the log exceeds the buffer size, only the end will be visible.
|
||||
Setting this to zero disables the log viewer.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
.. omw-setting::
|
||||
:title: console history buffer size
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 4096
|
||||
|
||||
Show message box when screenshot is saved to a file.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
preferred locales
|
||||
-----------------
|
||||
|
||||
:Type: string
|
||||
:Default: en
|
||||
|
||||
List of the preferred locales separated by comma.
|
||||
For example "de,en" means German as the first priority and English as a fallback.
|
||||
|
||||
Each locale must consist of a two-letter language code (e.g. "de" or "en") and
|
||||
can also optionally include a two-letter country code (e.g. "en_US", "fr_CA").
|
||||
Locales with country codes can match locales without one (e.g. specifying "en_US"
|
||||
will match "en"), so is recommended that you include the country codes where possible,
|
||||
since if the country code isn't specified the generic language-code only locale might
|
||||
refer to any of the country-specific variants.
|
||||
|
||||
Two highest priority locales may be assigned via the Localization tab of the in-game options.
|
||||
|
||||
gmst overrides l10n
|
||||
-------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
If true, localization GMSTs in content have priority over l10n files.
|
||||
Setting to false can be useful if selected preferred locale doesn't
|
||||
match the language of content files.
|
||||
|
||||
Can be changed via the Localization tab of the in-game options.
|
||||
|
||||
log buffer size
|
||||
---------------
|
||||
|
||||
:Type: platform dependant unsigned integer
|
||||
:Range: >= 0
|
||||
:Default: 65536
|
||||
|
||||
Buffer size for the in-game log viewer (press F10 to toggle the log viewer).
|
||||
When the log doesn't fit into the buffer, only the end of the log is visible in the log viewer.
|
||||
Zero disables the log viewer.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
console history buffer size
|
||||
---------------------------
|
||||
|
||||
:Type: platform dependant unsigned integer
|
||||
:Range: >= 0
|
||||
:Default: 4096
|
||||
|
||||
Number of console history objects to retrieve from previous session. If the number of history
|
||||
objects in the file exceeds this value, history objects will be erased starting from the oldest.
|
||||
This operation runs on every new session. See :doc:`../paths` for location of the history file.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
Number of console history entries retrieved from the previous session.
|
||||
Older entries are discarded when the file exceeds this value.
|
||||
See :doc:`../paths` for the location of the history file.
|
||||
|
|
|
@ -1,97 +1,92 @@
|
|||
Groundcover Settings
|
||||
####################
|
||||
|
||||
enabled
|
||||
-------
|
||||
.. omw-setting::
|
||||
:title: enabled
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Allows the engine to use groundcover.
|
||||
Groundcover objects are static and come from ESP files registered via "groundcover" entries in `openmw.cfg`,
|
||||
not via "content". These objects are assumed to have no collision and cannot be interacted with,
|
||||
allowing them to be merged and animated efficiently regardless of player distance.
|
||||
|
||||
Allows the engine to use groundcover.
|
||||
Groundcover objects are static objects which come from ESP files, registered via
|
||||
"groundcover" entries from openmw.cfg rather than "content" ones.
|
||||
We assume that groundcover objects have no collisions, can not be moved or interacted with,
|
||||
so we can merge them to pages and animate them indifferently from distance from player.
|
||||
.. omw-setting::
|
||||
:title: density
|
||||
:type: float32
|
||||
:range: 0.0 (0%) to 1.0 (100%)
|
||||
:default: 1.0
|
||||
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Determines how many groundcover instances from content files are used in the game.
|
||||
Higher values increase density but may impact performance.
|
||||
|
||||
density
|
||||
-------
|
||||
.. omw-setting::
|
||||
:title: rendering distance
|
||||
:type: float32
|
||||
:range: ≥ 0.0
|
||||
:default: 6144.0
|
||||
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (0%) to 1.0 (100%)
|
||||
:Default: 1.0
|
||||
Sets the distance (in game units) at which grass pages are rendered.
|
||||
Larger values may reduce performance.
|
||||
|
||||
Determines how many groundcover instances from content files
|
||||
are used in the game. Can affect performance a lot.
|
||||
.. omw-setting::
|
||||
:title: stomp mode
|
||||
:type: int
|
||||
:range: 0, 1, 2
|
||||
:default: 2
|
||||
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Determines how grass responds to player movement.
|
||||
|
||||
rendering distance
|
||||
------------------
|
||||
.. list-table::
|
||||
:header-rows: 1
|
||||
|
||||
:Type: floating point
|
||||
:Range: >= 0.0
|
||||
:Default: 6144.0
|
||||
* - Mode
|
||||
- Meaning
|
||||
* - 0
|
||||
- Grass cannot be trampled.
|
||||
* - 1
|
||||
- Only the player's XY position is taken into account.
|
||||
* - 2
|
||||
- Player's height above the ground is also considered.
|
||||
|
||||
Determines on which distance in game units grass pages are rendered.
|
||||
May affect performance a lot.
|
||||
In MGE XE, grass responds to player jumping due to changes in XY position,
|
||||
even when levitating. OpenMW’s height-aware system avoids false triggers,
|
||||
but grass may snap back when the player exits it quickly.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Avoid using MGE XE's intensity constants when this is set to 2;
|
||||
set :ref:`stomp intensity` to 0 or 1 in that case.
|
||||
|
||||
stomp mode
|
||||
----------
|
||||
.. omw-setting::
|
||||
:title: stomp intensity
|
||||
:type: int
|
||||
:range: 0, 1, 2
|
||||
:default: 1
|
||||
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1, 2
|
||||
:Default: 2
|
||||
Determines the distance from the player at which grass reacts to footsteps,
|
||||
and how far it moves in response.
|
||||
|
||||
Determines whether grass should respond to the player treading on it.
|
||||
.. list-table::
|
||||
:header-rows: 1
|
||||
|
||||
.. list-table:: Modes
|
||||
:header-rows: 1
|
||||
|
||||
* - Mode number
|
||||
- Meaning
|
||||
* - 0
|
||||
- Grass cannot be trampled.
|
||||
* - 1
|
||||
- The player's XY position is taken into account.
|
||||
* - 2
|
||||
- The player's height above the ground is taken into account, too.
|
||||
|
||||
In MGE XE, which existing grass mods were made for, only the player's XY position was taken into account.
|
||||
However, presumably due to a bug, jumping straight up would change the XY position, so grass *does* respond to the player jumping.
|
||||
Levitating above grass in MGE XE still considers it stood-on, which can look bad.
|
||||
OpenMW's height-aware system ensures grass does not act as if it's being stood on when the player levitates above it, but that means grass rapidly snaps back to its original position when the player jumps out of it.
|
||||
Therefore, it is not recommended to use MGE XE's intensity constants if this setting is set to 2, i.e. :ref:`stomp intensity` should be 0 or 1 when :ref:`stomp mode` is 2.
|
||||
|
||||
stomp intensity
|
||||
---------------
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1, 2
|
||||
:Default: 1
|
||||
|
||||
How far away from the player grass can be before it's unaffected by being trod on, and how far it moves when it is.
|
||||
|
||||
.. list-table:: Presets
|
||||
:header-rows: 1
|
||||
|
||||
* - Preset number
|
||||
- Range (Units)
|
||||
- Distance (Units)
|
||||
- Description
|
||||
* - 2
|
||||
- 150
|
||||
- 60
|
||||
- MGE XE levels. Generally excessive/comical, but what existing mods were made with in mind.
|
||||
* - 1
|
||||
- 80
|
||||
- 40
|
||||
- Reduced levels. Usually looks better.
|
||||
* - 0
|
||||
- 50
|
||||
- 20
|
||||
- Gentle levels.
|
||||
* - Preset
|
||||
- Range (Units)
|
||||
- Distance (Units)
|
||||
- Description
|
||||
* - 2
|
||||
- 150
|
||||
- 60
|
||||
- MGE XE levels — excessive/comical, matches legacy mods.
|
||||
* - 1
|
||||
- 80
|
||||
- 40
|
||||
- Reduced levels — visually balanced.
|
||||
* - 0
|
||||
- 50
|
||||
- 20
|
||||
- Gentle levels — subtle and restrained.
|
||||
|
|
|
@ -54,25 +54,25 @@ The ranges included with each setting are the physically possible ranges, not re
|
|||
Camera <camera>
|
||||
Cells <cells>
|
||||
Fog <fog>
|
||||
Groundcover <groundcover>
|
||||
Map <map>
|
||||
GUI <GUI>
|
||||
HUD <HUD>
|
||||
Game <game>
|
||||
General <general>
|
||||
Groundcover <groundcover>
|
||||
GUI <GUI>
|
||||
HUD <HUD>
|
||||
Input <input>
|
||||
Lua <lua>
|
||||
Map <map>
|
||||
Models <models>
|
||||
Navigator <navigator>
|
||||
Physics <physics>
|
||||
Post-Processing <postprocessing>
|
||||
Shaders <shaders>
|
||||
Shadows <shadows>
|
||||
Input <input>
|
||||
Saves <saves>
|
||||
Sound <sound>
|
||||
Stereo <stereo>
|
||||
Stereo View <stereoview>
|
||||
Terrain <terrain>
|
||||
Video <video>
|
||||
Water <water>
|
||||
Windows <windows>
|
||||
Navigator <navigator>
|
||||
Physics <physics>
|
||||
Models <models>
|
||||
Post-Processing <postprocessing>
|
||||
Stereo <stereo>
|
||||
Stereo View <stereoview>
|
||||
|
|
|
@ -1,238 +1,156 @@
|
|||
Input Settings
|
||||
##############
|
||||
|
||||
grab cursor
|
||||
-----------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
OpenMW will capture control of the cursor if this setting is true.
|
||||
|
||||
In "look mode", OpenMW will center the cursor regardless of the value of this setting
|
||||
(since the cursor/crosshair is always centered in the OpenMW window).
|
||||
However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window.
|
||||
If true, the cursor movement stops at the edge of the window preventing access to other applications.
|
||||
If false, the cursor is allowed to move freely on the desktop.
|
||||
|
||||
This setting does not apply to the screen where escape has been pressed, where the cursor is never captured.
|
||||
Regardless of this setting "Alt-Tab" or some other operating system dependent key sequence can be used
|
||||
to allow the operating system to regain control of the mouse cursor.
|
||||
This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss.
|
||||
Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.
|
||||
|
||||
Note for developers: it's desirable to have this setting disabled when running the game in a debugger,
|
||||
to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
toggle sneak
|
||||
------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
This setting causes the behavior of the sneak key (bound to Ctrl by default)
|
||||
to toggle sneaking on and off rather than requiring the key to be held down while sneaking.
|
||||
Players that spend significant time sneaking may find the character easier to control with this option enabled.
|
||||
|
||||
**This setting is removed from settings.cfg.**
|
||||
|
||||
Can be configured in game in the settings menu.
|
||||
|
||||
always run
|
||||
----------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If this setting is true, the character is running by default, otherwise the character is walking by default.
|
||||
The shift key will temporarily invert this setting, and the caps lock key will invert this setting while it's "locked".
|
||||
This setting is updated every time you exit the game,
|
||||
based on whether the caps lock key was on or off at the time you exited.
|
||||
|
||||
**This setting is removed from settings.cfg.**
|
||||
|
||||
This setting can be toggled in game by pressing the CapsLock key or in the settings menu.
|
||||
|
||||
camera sensitivity
|
||||
------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the overall camera/mouse sensitivity when not in GUI mode.
|
||||
The default sensitivity is 1.0, with smaller values requiring more mouse movement,
|
||||
and larger values requiring less.
|
||||
This setting does not affect mouse speed in GUI mode,
|
||||
which is instead controlled by your operating system mouse speed setting.
|
||||
|
||||
This setting can be changed with the Camera Sensitivity slider in the Controls panel of the Options menu.
|
||||
|
||||
camera y multiplier
|
||||
-------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the vertical camera/mouse sensitivity relative to the horizontal sensitivity
|
||||
(see camera sensitivity above). It is multiplicative with the previous setting,
|
||||
meaning that it should remain set at 1.0 unless the player desires to have different sensitivities in the two axes.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
invert x axis
|
||||
-------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
|
||||
Invert the horizontal axis while not in GUI mode.
|
||||
If this setting is true, moving the mouse to the left will cause the view to rotate counter-clockwise,
|
||||
while moving it to the right will cause the view to rotate clockwise. This setting does not affect cursor movement in GUI mode.
|
||||
|
||||
This setting can be toggled in game with the Invert X Axis button in the Controls panel of the Options menu.
|
||||
|
||||
invert y axis
|
||||
-------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Invert the vertical axis while not in GUI mode.
|
||||
If this setting is true, moving the mouse away from the player will look down,
|
||||
while moving it towards the player will look up. This setting does not affect cursor movement in GUI mode.
|
||||
|
||||
This setting can be toggled in game with the Invert Y Axis button in the Controls panel of the Options menu.
|
||||
|
||||
enable controller
|
||||
-----------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Enable support of controller input — or rather not ignore controller events,
|
||||
which are always sent if a controller is present and detected.
|
||||
Disabling this setting can be useful for working around controller-related issues or for setting up split-screen gameplay configurations.
|
||||
|
||||
This setting can be toggled in game with the Enable Joystick button in the Controls panel of the Options menu.
|
||||
|
||||
gamepad cursor speed
|
||||
--------------------
|
||||
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the speed of the cursor within GUI mode when using the joystick.
|
||||
This setting has no effect on the camera rotation speed, which is controlled by the
|
||||
camera sensitivity setting.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
joystick dead zone
|
||||
------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 to 0.5
|
||||
:Default: 0.1
|
||||
|
||||
This setting controls the radius of dead zone (where an input is discarded) for joystick axes.
|
||||
Note that third-party software can provide its own dead zones. In this case OpenmW-specific setting dead zone can be disabled (0.0).
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
enable gyroscope
|
||||
----------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enable the support of camera rotation based on the information supplied from the gyroscope through SDL.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
Built-in (e. g. in a phone or tablet) and controller gyroscopes are supported. If both are present, controller gyroscope takes priority.
|
||||
|
||||
Note: controller gyroscopes are only supported when OpenMW is built with SDL 2.0.14 or higher,
|
||||
and were tested only on Windows.
|
||||
|
||||
gyro horizontal axis
|
||||
--------------------
|
||||
|
||||
:Type: string
|
||||
:Range: x, y, z, -x, -y, -z
|
||||
:Default: -x
|
||||
|
||||
This setting sets up an axis of the gyroscope as the horizontal camera axis.
|
||||
Minus sign swaps the positive and negative direction of the axis.
|
||||
Keep in mind that while this setting corresponds to the landscape mode of the display,
|
||||
the portrait mode or any other mode will have this axis corrected automatically.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
gyro vertical axis
|
||||
------------------
|
||||
|
||||
:Type: string
|
||||
:Range: x, y, z, -x, -y, -z
|
||||
:Default: y
|
||||
|
||||
This setting sets up an axis of the gyroscope as the vertical camera axis.
|
||||
Minus sign swaps the positive and negative direction of the axis.
|
||||
Keep in mind that while this setting corresponds to the landscape mode of the display,
|
||||
the portrait mode or any other mode will have this axis corrected automatically.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
gyro input threshold
|
||||
--------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >=0
|
||||
:Default: 0.0
|
||||
|
||||
This setting determines the minimum value of the rotation that will be accepted.
|
||||
It allows to avoid crosshair oscillation due to gyroscope "noise".
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
gyro horizontal sensitivity
|
||||
---------------------------
|
||||
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the overall gyroscope horizontal sensitivity.
|
||||
The smaller this sensitivity is, the less visible effect the device rotation
|
||||
will have on the horizontal camera rotation, and vice versa.
|
||||
|
||||
Value of X means that rotating the device by 1 degree will cause the player to rotate by X degrees.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
gyro vertical sensitivity
|
||||
-------------------------
|
||||
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the overall gyroscope vertical sensitivity.
|
||||
The smaller this sensitivity is, the less visible effect the device
|
||||
rotation will have on the vertical camera rotation, and vice versa.
|
||||
|
||||
Value of X means that rotating the device by 1 degree will cause the player to rotate by X degrees.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
.. omw-setting::
|
||||
:title: grab cursor
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-success:`Launcher > Settings > Testing`
|
||||
|
||||
If true, OpenMW captures the mouse cursor.
|
||||
In GUI mode, prevents cursor from leaving the window.
|
||||
In look mode, cursor is always centered.
|
||||
Useful to disable when debugging or using multi-monitor setups.
|
||||
|
||||
.. omw-setting::
|
||||
:title: toggle sneak
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`Lua` :bdg-info:`In Game > Options > Scripts > OpenMW Camera`
|
||||
|
||||
Sneak key toggles sneaking on/off instead of needing to be held.
|
||||
Useful for extended sneaking sessions.
|
||||
|
||||
.. omw-setting::
|
||||
:title: always run
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`Lua` :bdg-info:`In Game > Options > Scripts > OpenMW Controls`
|
||||
|
||||
If true, character runs by default.
|
||||
Shift inverts behavior temporarily; CapsLock toggles it persistently.
|
||||
|
||||
.. omw-setting::
|
||||
:title: camera sensitivity
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 1.0
|
||||
:location: :bdg-info:`In Game > Options > Controls > Mouse/Keyboard`
|
||||
|
||||
Controls mouse sensitivity outside of GUI mode.
|
||||
Does not affect GUI cursor speed.
|
||||
|
||||
.. omw-setting::
|
||||
:title: camera y multiplier
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 1.0
|
||||
|
||||
|
||||
Adjusts vertical camera sensitivity relative to horizontal.
|
||||
Multiplied with the camera sensitivity value.
|
||||
|
||||
.. omw-setting::
|
||||
:title: invert x axis
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Options > Controls`
|
||||
|
||||
Inverts horizontal camera movement outside of GUI mode.
|
||||
|
||||
.. omw-setting::
|
||||
:title: invert y axis
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Options > Controls`
|
||||
|
||||
Inverts vertical camera movement outside of GUI mode.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable controller
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-info:`In Game > Options > Controls`
|
||||
|
||||
Enables controller input (if present).
|
||||
Disable to avoid controller interference or for split-screen setups.
|
||||
|
||||
.. omw-setting::
|
||||
:title: gamepad cursor speed
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 1.0
|
||||
|
||||
Controls joystick-based cursor speed in GUI mode.
|
||||
Does not affect camera movement.
|
||||
|
||||
.. omw-setting::
|
||||
:title: joystick dead zone
|
||||
:type: float32
|
||||
:range: 0.0 to 0.5
|
||||
:default: 0.1
|
||||
|
||||
Sets radius for joystick dead zones.
|
||||
Values inside the zone are ignored.
|
||||
Can be set to 0.0 when using third-party dead zone tools.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable gyroscope
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Enables camera control via gyroscope (built-in or controller-based).
|
||||
Controller gyroscopes require SDL 2.0.14+ (tested on Windows).
|
||||
|
||||
.. omw-setting::
|
||||
:title: gyro horizontal axis
|
||||
:type: string
|
||||
:range: x, y, z, -x, -y, -z
|
||||
:default: -x
|
||||
|
||||
Sets gyroscope axis used for horizontal camera movement.
|
||||
Minus sign reverses direction.
|
||||
Axis is landscape-aligned and auto-corrects for portrait.
|
||||
|
||||
.. omw-setting::
|
||||
:title: gyro vertical axis
|
||||
:type: string
|
||||
:range: x, y, z, -x, -y, -z
|
||||
:default: y
|
||||
|
||||
Sets gyroscope axis used for vertical camera movement.
|
||||
Minus sign reverses direction.
|
||||
Axis is landscape-aligned and auto-corrects for portrait.
|
||||
|
||||
.. omw-setting::
|
||||
:title: gyro input threshold
|
||||
:type: float32
|
||||
:range: ≥0
|
||||
:default: 0.0
|
||||
|
||||
Sets minimum gyroscope movement value to avoid noise-based crosshair jitter.
|
||||
|
||||
.. omw-setting::
|
||||
:title: gyro horizontal sensitivity
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 1.0
|
||||
|
||||
Controls horizontal sensitivity for gyroscope input.
|
||||
A value of X means 1° of real-world rotation causes X° of in-game rotation.
|
||||
|
||||
.. omw-setting::
|
||||
:title: gyro vertical sensitivity
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 1.0
|
||||
|
||||
Controls vertical sensitivity for gyroscope input.
|
||||
A value of X means 1° of real-world rotation causes X° of in-game rotation.
|
||||
|
|
|
@ -1,100 +1,74 @@
|
|||
Lua Settings
|
||||
############
|
||||
|
||||
lua debug
|
||||
---------
|
||||
.. omw-setting::
|
||||
:title: lua debug
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Enables debug tracebacks for Lua actions.
|
||||
Causes significant performance overhead.
|
||||
|
||||
Enables debug tracebacks for Lua actions.
|
||||
It adds significant performance overhead, don't enable if you don't need it.
|
||||
.. omw-setting::
|
||||
:title: lua num threads
|
||||
:type: int
|
||||
:range: 0, 1
|
||||
:default: 1
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Maximum number of threads used for Lua scripts.
|
||||
0 = main thread only, 1 = separate thread.
|
||||
Values >1 not supported.
|
||||
|
||||
lua num threads
|
||||
---------------
|
||||
.. omw-setting::
|
||||
:title: lua profiler
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1
|
||||
:Default: 1
|
||||
Enables Lua profiler.
|
||||
|
||||
The maximum number of threads used for Lua scripts.
|
||||
If zero, Lua scripts are processed in the main thread.
|
||||
If one, a separate thread is used.
|
||||
Values >1 are not yet supported.
|
||||
.. omw-setting::
|
||||
:title: small alloc max size
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 1024
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Max size in bytes for allocations without ownership tracking.
|
||||
Used only if lua profiler is true.
|
||||
Lower values increase memory tracking detail at cost of overhead.
|
||||
|
||||
lua profiler
|
||||
------------
|
||||
.. omw-setting::
|
||||
:title: memory limit
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 2147483648
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Memory limit for Lua runtime (if lua profiler is true).
|
||||
If exceeded, only small allocations are allowed.
|
||||
|
||||
Enables Lua profiler.
|
||||
.. omw-setting::
|
||||
:title: log memory usage
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Prints debug info about memory usage (if lua profiler is true).
|
||||
|
||||
small alloc max size
|
||||
--------------------
|
||||
.. omw-setting::
|
||||
:title: instruction limit per call
|
||||
:type: int
|
||||
:range: > 1000
|
||||
:default: 100000000
|
||||
|
||||
:Type: unsigned 64-bit integer
|
||||
:Range: >= 0
|
||||
:Default: 1024
|
||||
Max number of Lua instructions per function call (if lua profiler is true).
|
||||
Functions exceeding this limit will be terminated.
|
||||
|
||||
No ownership tracking for memory allocations below or equal this size (in bytes).
|
||||
This setting is used only if ``lua profiler = true``.
|
||||
With the default value (1024) the lua profiler will show almost no memory usage because allocation more than 1KB are rare.
|
||||
Decrease the value of this setting (e.g. set it to 64) to have better memory tracking by the cost of higher overhead.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
memory limit
|
||||
------------
|
||||
|
||||
:Type: unsigned 64-bit integer
|
||||
:Range: > 0
|
||||
:Default: 2147483648 (2GB)
|
||||
|
||||
Memory limit for Lua runtime (only if ``lua profiler = true``). If exceeded then only small allocations are allowed.
|
||||
Small allocations are always allowed, so e.g. Lua console can function.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
log memory usage
|
||||
----------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Print debug info about memory usage (only if ``lua profiler = true``).
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
instruction limit per call
|
||||
--------------------------
|
||||
|
||||
:Type: unsigned 64-bit integer
|
||||
:Range: > 1000
|
||||
:Default: 100000000
|
||||
|
||||
The maximal number of Lua instructions per function call (only if ``lua profiler = true``).
|
||||
If exceeded (e.g. because of an infinite loop) the function will be terminated.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
gc steps per frame
|
||||
------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 100
|
||||
|
||||
Lua garbage collector steps per frame. The higher the value the more time Lua runtime can spend on freeing unused memory.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
.. omw-setting::
|
||||
:title: gc steps per frame
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 100
|
||||
|
||||
Lua garbage collector steps per frame.
|
||||
Higher values allow more memory to be freed per frame.
|
||||
|
|
|
@ -1,113 +1,67 @@
|
|||
Map Settings
|
||||
############
|
||||
|
||||
global
|
||||
------
|
||||
.. omw-setting::
|
||||
:title: global
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
If true, the map window displays the world map; otherwise, it displays the local map.
|
||||
Updates automatically when switching map views in-game.
|
||||
|
||||
If this value is true, the map window will display the world map, otherwise the local map.
|
||||
The setting updates automatically when pressing the local/world map switch button on the map window.
|
||||
.. omw-setting::
|
||||
:title: global map cell size
|
||||
:type: int
|
||||
:range: 1 to 50
|
||||
:default: 18
|
||||
|
||||
global map cell size
|
||||
--------------------
|
||||
Sets the width in pixels of each cell on the world map.
|
||||
Larger values show more detail, smaller values less.
|
||||
Recommended values: 12 to 36.
|
||||
Changing this affects saved games due to scaling of explored area overlays.
|
||||
|
||||
:Type: integer
|
||||
:Range: 1 to 50
|
||||
:Default: 18
|
||||
.. omw-setting::
|
||||
:title: local map hud fog of war
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
This setting adjusts the scale of the world map in the GUI mode map window.
|
||||
The value is the width in pixels of each cell in the map, so larger values result in larger more detailed world maps,
|
||||
while smaller values result in smaller less detailed world maps.
|
||||
However, the native resolution of the map source material appears to be 9 pixels per unexplored cell
|
||||
and approximately 18 pixels per explored cell, so values larger than 36 don't produce much additional detail.
|
||||
Similarly, the size of place markers is currently fixed at 12 pixels,
|
||||
so values smaller than this result in overlapping place markers.
|
||||
Values from 12 to 36 are recommended. For reference, Vvardenfell is approximately 41x36 cells.
|
||||
Enables fog of war rendering on the HUD map.
|
||||
Default off since map size limits fog impact.
|
||||
|
||||
.. Warning::
|
||||
Changing this setting affects saved games. The currently explored area is stored as an image
|
||||
in the save file that's overlaid on the default world map in game.
|
||||
When you increase the resolution of the map, the overlay of earlier saved games will be scaled up on load,
|
||||
and appear blurry. When you visit the cell again, the overlay for that cell is regenerated at the new resolution,
|
||||
so the blurry areas can be corrected by revisiting all the cells you've already visited.
|
||||
.. omw-setting::
|
||||
:title: local map resolution
|
||||
:type: int
|
||||
:range: ≥ 1
|
||||
:default: 256
|
||||
|
||||
This setting can not be configured except by editing the settings configuration file.
|
||||
Controls resolution of the GUI local map window.
|
||||
Larger values increase detail but may cause load time and VRAM issues.
|
||||
|
||||
local map hud fog of war
|
||||
------------------------
|
||||
.. omw-setting::
|
||||
:title: local map widget size
|
||||
:type: int
|
||||
:range: ≥ 1
|
||||
:default: 512
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Sets the canvas size of the GUI local map window.
|
||||
Larger sizes increase on-screen map size and panning.
|
||||
|
||||
This setting enables fog of war rendering on the HUD map.
|
||||
Default is Off since with default settings the map is so small that the fog would not obscure anything,
|
||||
just darken the edges slightly.
|
||||
.. omw-setting::
|
||||
:title: allow zooming
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Interface`
|
||||
|
||||
local map resolution
|
||||
--------------------
|
||||
Enables zooming on local and global maps via mouse wheel.
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 1
|
||||
:Default: 256
|
||||
.. omw-setting::
|
||||
:title: max local viewing distance
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 10
|
||||
|
||||
This setting controls the resolution of the GUI mode local map window.
|
||||
Larger values generally increase the visible detail in map.
|
||||
If this setting is half the local map widget size or smaller, the map will generally be be fairly blurry.
|
||||
Setting both options to the same value results in a map with good detail.
|
||||
Values that exceed the local map widget size setting by more than a factor of two
|
||||
are unlikely to provide much of an improvement in detail since they're subsequently scaled back
|
||||
to the approximately the map widget size before display.
|
||||
The video resolution settings interacts with this setting in that regard.
|
||||
|
||||
.. warning::
|
||||
Increasing this setting can increase cell load times,
|
||||
because the map is rendered on demand each time you enter a new cell.
|
||||
Large values may exceed video card limits or exhaust VRAM.
|
||||
|
||||
This setting can not be configured except by editing the settings configuration file.
|
||||
|
||||
local map widget size
|
||||
---------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 1
|
||||
:Default: 512
|
||||
|
||||
This setting controls the canvas size of the GUI mode local map window.
|
||||
Larger values result in a larger physical map size on screen,
|
||||
and typically require more panning to see all available portions of the map.
|
||||
This larger size also enables an overall greater level of detail if the local map resolution setting is also increased.
|
||||
|
||||
This setting can not be configured except by editing the settings configuration file.
|
||||
|
||||
allow zooming
|
||||
-------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If this setting is true the user can zoom in/out on local and global map with the mouse wheel.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
max local viewing distance
|
||||
---------------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 10
|
||||
|
||||
This setting controls the viewing distance on local map when 'distant terrain' is enabled.
|
||||
If this setting is greater than the viewing distance then only up to the viewing distance is used for local map, otherwise the viewing distance is used.
|
||||
If view distance is changed in settings menu during the game, then viewable distance on the local map is not updated.
|
||||
|
||||
.. warning::
|
||||
Increasing this setting can increase cell load times,
|
||||
because the localmap take a snapshot of each cell contained in a square of 2 x (max local viewing distance) + 1 square.
|
||||
|
||||
This setting can not be configured except by editing the settings configuration file.
|
||||
Controls viewing distance on the local map when 'distant terrain' is enabled.
|
||||
Increasing this may increase cell load times.
|
||||
|
|
|
@ -1,262 +1,174 @@
|
|||
Models Settings
|
||||
###############
|
||||
|
||||
load unsupported nif files
|
||||
--------------------------
|
||||
.. omw-setting::
|
||||
:title: load unsupported nif files
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Allows the engine to load arbitrary NIF files that appear valid.
|
||||
Support is limited and experimental; enabling may cause crashes or memory issues.
|
||||
Do not enable unless you understand the risks.
|
||||
|
||||
Allow the engine to load arbitrary NIF files as long as they appear to be valid.
|
||||
.. omw-setting::
|
||||
:title: xbaseanim
|
||||
:type: string
|
||||
:default: meshes/xbase_anim.nif
|
||||
|
||||
OpenMW has limited and **experimental** support for NIF files
|
||||
that Morrowind itself cannot load, which normally goes unused.
|
||||
Path to the 3rd person base animation model file; expects a matching KF file.
|
||||
For COLLADA, use the same file for all animation entries with corresponding textkeys.
|
||||
|
||||
If enabled, this setting allows the NIF loader to make use of that functionality.
|
||||
.. omw-setting::
|
||||
:title: baseanim
|
||||
:type: string
|
||||
:default: meshes/base_anim.nif
|
||||
|
||||
.. warning::
|
||||
You must keep in mind that since the mentioned support is experimental,
|
||||
loading unsupported NIF files may fail, and the degree of this failure may vary.
|
||||
|
||||
In milder cases, OpenMW will reject the file anyway because
|
||||
it lacks a definition for a certain record type that the file may use.
|
||||
|
||||
In more severe cases OpenMW's incomplete understanding of a record type
|
||||
can lead to memory corruption, freezes or even crashes.
|
||||
|
||||
**Do not enable** this if you're not so sure that you know what you're doing.
|
||||
Path to the 3rd person base model file with textkeys data.
|
||||
|
||||
xbaseanim
|
||||
---------
|
||||
.. omw-setting::
|
||||
:title: xbaseanim1st
|
||||
:type: string
|
||||
:default: meshes/xbase_anim.1st.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xbase_anim.nif
|
||||
Path to the 1st person base animation model file; expects a matching KF file.
|
||||
|
||||
Path to the file used for 3rd person base animation model that looks also for
|
||||
the corresponding kf-file.
|
||||
.. omw-setting::
|
||||
:title: baseanimkna
|
||||
:type: string
|
||||
:default: meshes/base_animkna.nif
|
||||
|
||||
.. note::
|
||||
If you are using the COLLADA format, you don't need to separate the files as
|
||||
they are separated between .nif and .kf files. It works if you plug the same
|
||||
COLLADA file into all animation-related entries, just make sure there is a
|
||||
corresponding textkeys file. You can read more about the textkeys in
|
||||
:doc:`../../modding/custom-models/pipeline-blender-collada-animated-creature`.
|
||||
Path to the 3rd person beast race base model with textkeys data.
|
||||
|
||||
baseanim
|
||||
--------
|
||||
.. omw-setting::
|
||||
:title: baseanimkna1st
|
||||
:type: string
|
||||
:default: meshes/base_animkna.1st.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/base_anim.nif
|
||||
Path to the 1st person beast race base animation model.
|
||||
|
||||
Path to the file used for 3rd person base model with textkeys-data.
|
||||
.. omw-setting::
|
||||
:title: xbaseanimfemale
|
||||
:type: string
|
||||
:default: meshes/xbase_anim_female.nif
|
||||
|
||||
xbaseanim1st
|
||||
------------
|
||||
Path to the 3rd person female base animation model.
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xbase_anim.1st.nif
|
||||
.. omw-setting::
|
||||
:title: baseanimfemale
|
||||
:type: string
|
||||
:default: meshes/base_anim_female.nif
|
||||
|
||||
Path to the file used for 1st person base animation model that looks also for
|
||||
corresponding kf-file.
|
||||
Path to the 3rd person female base model with textkeys data.
|
||||
|
||||
baseanimkna
|
||||
-----------
|
||||
.. omw-setting::
|
||||
:title: baseanimfemale1st
|
||||
:type: string
|
||||
:default: meshes/base_anim_female.1st.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/base_animkna.nif
|
||||
Path to the 1st person female base model with textkeys data.
|
||||
|
||||
Path to the file used for 3rd person beast race base model with textkeys-data.
|
||||
.. omw-setting::
|
||||
:title: wolfskin
|
||||
:type: string
|
||||
:default: meshes/wolf/skin.nif
|
||||
|
||||
baseanimkna1st
|
||||
--------------
|
||||
Path to the 3rd person werewolf skin model.
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/base_animkna.1st.nif
|
||||
.. omw-setting::
|
||||
:title: wolfskin1st
|
||||
:type: string
|
||||
:default: meshes/wolf/skin.1st.nif
|
||||
|
||||
Path to the file used for 1st person beast race base animation model.
|
||||
Path to the 1st person werewolf skin model.
|
||||
|
||||
xbaseanimfemale
|
||||
---------------
|
||||
.. omw-setting::
|
||||
:title: xargonianswimkna
|
||||
:type: string
|
||||
:default: meshes/xargonian_swimkna.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xbase_anim_female.nif
|
||||
Path to the Argonian swimkna model.
|
||||
|
||||
Path to the file used for 3rd person female base animation model.
|
||||
.. omw-setting::
|
||||
:title: xbaseanimkf
|
||||
:type: string
|
||||
:default: meshes/xbase_anim.kf
|
||||
|
||||
baseanimfemale
|
||||
--------------
|
||||
Animation file for xbaseanim 3rd person animations.
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/base_anim_female.nif
|
||||
.. omw-setting::
|
||||
:title: xbaseanim1stkf
|
||||
:type: string
|
||||
:default: meshes/xbase_anim.1st.kf
|
||||
|
||||
Path to the file used for 3rd person female base model with textkeys-data.
|
||||
Animation file for xbaseanim 1st person animations.
|
||||
|
||||
baseanimfemale1st
|
||||
-----------------
|
||||
.. omw-setting::
|
||||
:title: xbaseanimfemalekf
|
||||
:type: string
|
||||
:default: meshes/xbase_anim_female.kf
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/base_anim_female.1st.nif
|
||||
Animation file for xbaseanim female animations.
|
||||
|
||||
Path to the file used for 1st person female base model with textkeys-data.
|
||||
.. omw-setting::
|
||||
:title: xargonianswimknakf
|
||||
:type: string
|
||||
:default: meshes/xargonian_swimkna.kf
|
||||
|
||||
wolfskin
|
||||
--------
|
||||
Animation file for xargonianswimkna animations.
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/wolf/skin.nif
|
||||
.. omw-setting::
|
||||
:title: skyatmosphere
|
||||
:type: string
|
||||
:default: meshes/sky_atmosphere.nif
|
||||
|
||||
Path to the file used for 3rd person werewolf skin.
|
||||
Sky atmosphere mesh for the top half of the sky.
|
||||
|
||||
wolfskin1st
|
||||
-----------
|
||||
.. omw-setting::
|
||||
:title: skyclouds
|
||||
:type: string
|
||||
:default: meshes/sky_clouds_01.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/wolf/skin.1st.nif
|
||||
Sky clouds mesh displaying scrolling cloud textures.
|
||||
|
||||
Path to the file used for 1st person werewolf skin.
|
||||
.. omw-setting::
|
||||
:title: skynight01
|
||||
:type: string
|
||||
:default: meshes/sky_night_01.nif
|
||||
|
||||
xargonianswimkna
|
||||
----------------
|
||||
Sky stars mesh used during night if skynight02 is not present.
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xargonian_swimkna.nif
|
||||
.. omw-setting::
|
||||
:title: skynight02
|
||||
:type: string
|
||||
:default: meshes/sky_night_02.nif
|
||||
|
||||
Path to the file used for Argonian swimkna.
|
||||
Sky stars mesh used during night, takes priority over skynight01.
|
||||
|
||||
xbaseanimkf
|
||||
-----------
|
||||
.. omw-setting::
|
||||
:title: weatherashcloud
|
||||
:type: string
|
||||
:default: meshes/ashcloud.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xbase_anim.kf
|
||||
Ash clouds weather effect file from Morrowind (not used by OpenMW).
|
||||
|
||||
File to load xbaseanim 3rd person animations.
|
||||
.. omw-setting::
|
||||
:title: weatherblightcloud
|
||||
:type: string
|
||||
:default: meshes/blightcloud.nif
|
||||
|
||||
xbaseanim1stkf
|
||||
--------------
|
||||
Blight clouds weather effect file from Morrowind (not used by OpenMW).
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xbase_anim.1st.kf
|
||||
.. omw-setting::
|
||||
:title: weathersnow
|
||||
:type: string
|
||||
:default: meshes/snow.nif
|
||||
|
||||
File to load xbaseanim 3rd person animations.
|
||||
Snow falling weather effect file from Morrowind (not used by OpenMW).
|
||||
|
||||
xbaseanimfemalekf
|
||||
-----------------
|
||||
.. omw-setting::
|
||||
:title: weatherblizzard
|
||||
:type: string
|
||||
:default: meshes/blizzard.nif
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xbase_anim_female.kf
|
||||
|
||||
File to load xbaseanim animations from.
|
||||
|
||||
xargonianswimknakf
|
||||
------------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/xargonian_swimkna.kf
|
||||
|
||||
File to load xargonianswimkna animations from.
|
||||
|
||||
skyatmosphere
|
||||
-------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/sky_atmosphere.nif
|
||||
|
||||
Path to the file used for the sky atmosphere mesh, which is one of the three
|
||||
meshes needed to render the sky. It's used to make the top half of the sky blue
|
||||
and renders in front of the background color.
|
||||
|
||||
skyclouds
|
||||
---------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/sky_clouds_01.nif.
|
||||
|
||||
Path to the file used for the sky clouds mesh, which is one of the three meshes
|
||||
needed to render the sky. It displays a scrolling texture of clouds in front of
|
||||
the atmosphere mesh and background color
|
||||
|
||||
skynight01
|
||||
----------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/sky_night_01.nif
|
||||
|
||||
Path to the file used for the sky stars mesh, which is one of the three meshes
|
||||
needed to render the sky. During night, it displays a texture with stars in
|
||||
front of the atmosphere and behind the clouds. If skynight02 is present,
|
||||
skynight01 will not be used.
|
||||
|
||||
skynight02
|
||||
----------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/sky_night_02.nif
|
||||
|
||||
Path to the file used for the sky stars mesh, which is one of the three meshes
|
||||
needed to render the sky. During night, it displays a texture with stars in
|
||||
front of the atmosphere and behind the clouds. If it's present it will be used
|
||||
instead of skynight01.
|
||||
|
||||
weatherashcloud
|
||||
---------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/ashcloud.nif
|
||||
|
||||
Path to the file used for the ash clouds weather effect in Morrowind. OpenMW
|
||||
doesn't use this file, instead it renders a similar looking particle effect.
|
||||
Changing this won't have any effect.
|
||||
|
||||
weatherblightcloud
|
||||
------------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/blightcloud.nif
|
||||
|
||||
Path to the file used for the blight clouds weather effect in Morrowind. OpenMW
|
||||
doesn't use this file, instead it renders a similar looking particle effect.
|
||||
Changing this won't have any effect.
|
||||
|
||||
weathersnow
|
||||
-----------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/snow.nif
|
||||
|
||||
Path to the file used for the snow falling weather effect in Morrowind. OpenMW
|
||||
doesn't use this file, instead it renders a similar looking particle effect.
|
||||
Changing this won't have any effect.
|
||||
|
||||
weatherblizzard
|
||||
---------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: meshes/blizzard.nif
|
||||
|
||||
Path to the file used for the blizzard clouds weather effect in Morrowind.
|
||||
OpenMW doesn't use this file, instead it renders a similar looking particle
|
||||
effect. Changing this won't have any effect.
|
||||
Blizzard weather effect file from Morrowind (not used by OpenMW).
|
||||
|
|
|
@ -1,433 +1,298 @@
|
|||
Navigator Settings
|
||||
##################
|
||||
|
||||
Main settings
|
||||
*************
|
||||
.. omw-setting::
|
||||
:title: enable
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
Enables the navigator system, building a navmesh for pathfinding.
|
||||
Disabling uses only path grid, which affects NPC AI and pathfinding.
|
||||
May impact performance, especially on single-core CPUs.
|
||||
|
||||
.. omw-setting::
|
||||
:title: max tiles number
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 512
|
||||
|
||||
Sets the number of tiles in the navmesh area around the player.
|
||||
Increasing can decrease performance.
|
||||
Must satisfy: max tiles number * max polygons per tile ≤ 4194304.
|
||||
|
||||
.. omw-setting::
|
||||
:title: wait until min distance to player
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 5
|
||||
|
||||
Distance in tiles around player to delay loading screen until navmesh is generated.
|
||||
Zero disables waiting.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable nav mesh disk cache
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
Enables using disk cache for navmesh tiles in addition to memory cache.
|
||||
|
||||
.. omw-setting::
|
||||
:title: write to navmeshdb
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
Enables writing generated navmesh tiles to disk cache during runtime.
|
||||
|
||||
.. omw-setting::
|
||||
:title: max navmeshdb file size
|
||||
:type: uint
|
||||
:range: > 0
|
||||
:default: 2147483648
|
||||
|
||||
Maximum size in bytes of navmesh disk cache file.
|
||||
|
||||
.. omw-setting::
|
||||
:title: async nav mesh updater threads
|
||||
:type: uint
|
||||
:range: ≥ 1
|
||||
:default: 1
|
||||
|
||||
Number of background threads updating navmesh.
|
||||
Increasing threads may affect latency and performance.
|
||||
|
||||
.. omw-setting::
|
||||
:title: max nav mesh tiles cache size
|
||||
:type: uint
|
||||
:range: ≥ 0
|
||||
:default: 268435456
|
||||
|
||||
Maximum memory size for cached navmesh tiles.
|
||||
Larger cache reduces update latency but uses more memory.
|
||||
|
||||
.. omw-setting::
|
||||
:title: min update interval ms
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 250
|
||||
|
||||
Minimum milliseconds between navmesh updates per tile when objects move.
|
||||
Smaller values increase CPU usage.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable write recast mesh to file
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Write recast mesh to .obj file on each update for debugging.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable write nav mesh to file
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Write navmesh to file readable by RecastDemo app.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable recast mesh file name revision
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Append revision number to recast mesh file names to keep history.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable nav mesh file name revision
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Append revision number to navmesh file names to keep history.
|
||||
|
||||
.. omw-setting::
|
||||
:title: recast mesh path prefix
|
||||
:type: string
|
||||
:default: ""
|
||||
|
||||
File path prefix for recast mesh files.
|
||||
|
||||
.. omw-setting::
|
||||
:title: nav mesh path prefix
|
||||
:type: string
|
||||
:default: ""
|
||||
|
||||
This section is for players.
|
||||
File path prefix for navmesh files.
|
||||
|
||||
enable
|
||||
------
|
||||
.. omw-setting::
|
||||
:title: enable nav mesh render
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Render the navmesh in-game for debugging.
|
||||
|
||||
Enable navigator to make all settings in this category take effect.
|
||||
When enabled, a navigation mesh (navmesh) is built in the background for world geometry to be used for pathfinding.
|
||||
When disabled only the path grid is used to build paths.
|
||||
Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world.
|
||||
May slightly affect performance on multi-core CPU systems.
|
||||
Multi-core CPU systems may have different latency for navigation mesh update depending on other settings and system performance.
|
||||
Moving across external world, entering/exiting location produce navigation mesh update.
|
||||
NPC and creatures may not be able to find path before navigation mesh is built around them.
|
||||
Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.
|
||||
.. omw-setting::
|
||||
:title: nav mesh render mode
|
||||
:type: string
|
||||
:range: "area type", "update frequency"
|
||||
:default: "area type"
|
||||
|
||||
max tiles number
|
||||
----------------
|
||||
Mode to render navmesh: color by area type or show update frequency heatmap.
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 512
|
||||
.. omw-setting::
|
||||
:title: enable agents paths render
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Number of tiles at navigation mesh.
|
||||
Nav mesh covers circle area around player.
|
||||
This option allows to set an explicit limit for navigation mesh size, how many tiles should fit into circle.
|
||||
If actor is inside this area it able to find path over navigation mesh.
|
||||
Increasing this value may decrease performance.
|
||||
Render NPC/creature planned paths, even if navigator disabled.
|
||||
|
||||
.. note::
|
||||
Don't expect infinite navigation mesh size increasing.
|
||||
This condition is always true: ``max tiles number * max polygons per tile <= 4194304``.
|
||||
It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
|
||||
.. omw-setting::
|
||||
:title: enable recast mesh render
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
wait until min distance to player
|
||||
---------------------------------
|
||||
Render recast mesh (culled tiles from physical mesh) for debugging.
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 5
|
||||
.. omw-setting::
|
||||
:title: wait for all jobs on exit
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Distance in navigation mesh tiles around the player to keep loading screen until navigation mesh is generated.
|
||||
Allows to complete cell loading only when minimal navigation mesh area is generated to correctly find path for actors
|
||||
nearby the player. Increasing this value will keep loading screen longer but will slightly increase navigation mesh generation
|
||||
speed on systems bound by CPU. Zero means no waiting.
|
||||
Wait for all async navmesh jobs to complete before engine exit.
|
||||
|
||||
enable nav mesh disk cache
|
||||
--------------------------
|
||||
.. omw-setting::
|
||||
:title: recast scale factor
|
||||
:type: float32
|
||||
:range: > 0.0
|
||||
:default: 0.029411764705882353
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Scale factor between navigation mesh voxels and world units.
|
||||
Changing affects mesh generation and navigation accuracy.
|
||||
|
||||
If true navigation mesh cache stored on disk will be used in addition to memory cache.
|
||||
If navigation mesh tile is not present in memory cache, it will be looked up in the disk cache.
|
||||
If it's not found there it will be generated.
|
||||
.. omw-setting::
|
||||
:title: max polygon path size
|
||||
:type: uint
|
||||
:range: > 0
|
||||
:default: 1024
|
||||
|
||||
write to navmeshdb
|
||||
------------------
|
||||
Maximum path length over polygons.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
.. omw-setting::
|
||||
:title: max smooth path size
|
||||
:type: uint
|
||||
:range: > 0
|
||||
:default: 1024
|
||||
|
||||
If true generated navigation mesh tiles will be stored into disk cache while game is running.
|
||||
Maximum length of smoothed path.
|
||||
|
||||
max navmeshdb file size
|
||||
-----------------------
|
||||
.. omw-setting::
|
||||
:title: cell height
|
||||
:type: float32
|
||||
:range: > 0.0
|
||||
:default: 0.2
|
||||
|
||||
:Type: unsigned 64-bit integer
|
||||
:Range: > 0
|
||||
:Default: 2147483648
|
||||
Height (Z axis) size of each voxel cell in navigation mesh.
|
||||
|
||||
Approximate maximum file size of navigation mesh cache stored on disk in bytes (value > 0).
|
||||
.. omw-setting::
|
||||
:title: cell size
|
||||
:type: float32
|
||||
:range: > 0.0
|
||||
:default: 0.2
|
||||
|
||||
Advanced settings
|
||||
*****************
|
||||
XY plane size of each voxel cell in navigation mesh.
|
||||
|
||||
This section is for advanced PC uses who understands concepts of OS thread and memory.
|
||||
.. omw-setting::
|
||||
:title: detail sample dist
|
||||
:type: float32
|
||||
:range: 0.0 or ≥ 0.9
|
||||
:default: 6.0
|
||||
|
||||
async nav mesh updater threads
|
||||
------------------------------
|
||||
Sampling distance when generating detail mesh.
|
||||
|
||||
:Type: platform dependant unsigned integer
|
||||
:Range: >= 1
|
||||
:Default: 1
|
||||
.. omw-setting::
|
||||
:title: detail sample max error
|
||||
:type: float32
|
||||
:range: ≥ 0.0
|
||||
:default: 1.0
|
||||
|
||||
Number of background threads to update navigation mesh.
|
||||
Increasing this value may decrease performance, but also may decrease or increase navigation mesh update latency depending on number of CPU cores.
|
||||
On systems with not less than 4 CPU cores latency dependens approximately like 1/log(n) from number of threads.
|
||||
Don't expect twice better latency by doubling this value.
|
||||
Maximum deviation distance of detail mesh surface from heightfield.
|
||||
|
||||
max nav mesh tiles cache size
|
||||
-----------------------------
|
||||
.. omw-setting::
|
||||
:title: max simplification error
|
||||
:type: float32
|
||||
:range: ≥ 0.0
|
||||
:default: 1.3
|
||||
|
||||
:Type: platform dependant unsigned integer
|
||||
:Range: >= 0
|
||||
:Default: 268435456
|
||||
Max deviation for simplified contours from raw contour.
|
||||
|
||||
Maximum total cached size of all navigation mesh tiles in bytes.
|
||||
Setting greater than zero value will reduce navigation mesh update latency for previously visited locations.
|
||||
Increasing this value may increase total memory consumption, but potentially will reduce latency for recently visited locations.
|
||||
Limit this value by total available physical memory minus base game memory consumption and other applications.
|
||||
Game will not eat all memory at once.
|
||||
Memory will be consumed in approximately linear dependency from number of navigation mesh updates.
|
||||
But only for new locations or already dropped from cache.
|
||||
.. omw-setting::
|
||||
:title: tile size
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 128
|
||||
|
||||
min update interval ms
|
||||
----------------------
|
||||
Width and height of each navmesh tile in voxels.
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 250
|
||||
.. omw-setting::
|
||||
:title: border size
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 16
|
||||
|
||||
Minimum time duration required to pass before next navigation mesh update for the same tile in milliseconds.
|
||||
Only tiles affected where objects are transformed.
|
||||
Next update for tile with added or removed object will not be delayed.
|
||||
Visible ingame effect is navigation mesh update around opening or closing door.
|
||||
Primary usage is for rotating signs like in Seyda Neen at Arrille's Tradehouse entrance.
|
||||
Decreasing this value may increase CPU usage by background threads.
|
||||
Size of non-navigable border around heightfield.
|
||||
|
||||
Developer's settings
|
||||
********************
|
||||
.. omw-setting::
|
||||
:title: max edge len
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 12
|
||||
|
||||
This section is for developers or anyone who wants to learn how navigation mesh system works in OpenMW.
|
||||
Max length for contour edges on mesh border.
|
||||
|
||||
enable write recast mesh to file
|
||||
--------------------------------
|
||||
.. omw-setting::
|
||||
:title: max nav mesh query nodes
|
||||
:type: int
|
||||
:range: [1, 65535]
|
||||
:default: 2048
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Maximum number of search nodes for pathfinding queries.
|
||||
|
||||
Write recast mesh to file in .obj format for each use to update navigation mesh.
|
||||
Option is used to find out what world geometry is used to build navigation mesh.
|
||||
Potentially decreases performance.
|
||||
.. omw-setting::
|
||||
:title: max polygons per tile
|
||||
:type: int
|
||||
:range: powers of two [0, 22]
|
||||
:default: 4096
|
||||
|
||||
enable write nav mesh to file
|
||||
-----------------------------
|
||||
Max polygons per navmesh tile.
|
||||
Must satisfy: max tiles number * max polygons per tile ≤ 4194304.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
.. omw-setting::
|
||||
:title: max verts per poly
|
||||
:type: int
|
||||
:range: ≥ 3
|
||||
:default: 6
|
||||
|
||||
Write navigation mesh to file to be able to open by RecastDemo application.
|
||||
Usually it is more useful to have both enable write recast mesh to file and this options enabled.
|
||||
RecastDemo supports .obj files.
|
||||
Potentially decreases performance.
|
||||
Max vertices per polygon in mesh.
|
||||
|
||||
enable recast mesh file name revision
|
||||
-------------------------------------
|
||||
.. omw-setting::
|
||||
:title: region merge area
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 400
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Regions smaller than this may be merged with larger ones.
|
||||
|
||||
Write each recast mesh file with revision in name.
|
||||
Otherwise will rewrite same file.
|
||||
If it is unclear when geometry is changed use this option to dump multiple files for each state.
|
||||
.. omw-setting::
|
||||
:title: region min area
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 64
|
||||
|
||||
enable nav mesh file name revision
|
||||
----------------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Write each navigation mesh file with revision in name.
|
||||
Otherwise will rewrite same file.
|
||||
If it is unclear when navigation mesh is changed use this option to dump multiple files for each state.
|
||||
|
||||
recast mesh path prefix
|
||||
-----------------------
|
||||
|
||||
:Type: string
|
||||
:Range: file system path
|
||||
:Default: ""
|
||||
|
||||
Write recast mesh file at path with this prefix.
|
||||
|
||||
nav mesh path prefix
|
||||
--------------------
|
||||
|
||||
:Type: string
|
||||
:Range: file system path
|
||||
:Default: ""
|
||||
|
||||
Write navigation mesh file at path with this prefix.
|
||||
|
||||
enable nav mesh render
|
||||
----------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Render navigation mesh.
|
||||
Allows to do in-game debug.
|
||||
Every navigation mesh is visible and every update is noticeable.
|
||||
Potentially decreases performance.
|
||||
|
||||
nav mesh render mode
|
||||
--------------------
|
||||
|
||||
:Type: string
|
||||
:Range: "area type", "update frequency"
|
||||
:Default: "area type"
|
||||
|
||||
Render navigation mesh in specific mode.
|
||||
"area type" - show area types using different colours.
|
||||
"update frequency" - show tiles update frequency as a heatmap.
|
||||
|
||||
enable agents paths render
|
||||
--------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Render agents paths.
|
||||
Make visible all NPC's and creaure's plans where they are going.
|
||||
Works even if Navigator is disabled.
|
||||
Potentially decreases performance.
|
||||
|
||||
enable recast mesh render
|
||||
-------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Render recast mesh that is built as set of culled tiles from physical mesh.
|
||||
Should show similar mesh to physical one.
|
||||
Little difference can be a result of floating point error.
|
||||
Absent pieces usually mean a bug in recast mesh tiles building.
|
||||
Allows to do in-game debug.
|
||||
Potentially decreases performance.
|
||||
|
||||
wait for all jobs on exit
|
||||
-------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Wait until all queued async navmesh jobs are processed before exiting the engine.
|
||||
Useful when a benchmark generates jobs to write into navmeshdb faster than they are processed.
|
||||
|
||||
Expert settings
|
||||
***************
|
||||
|
||||
This section is for developers who wants to go deeper into Detournavigator component logic.
|
||||
|
||||
recast scale factor
|
||||
-------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0.0
|
||||
:Default: 0.029411764705882353
|
||||
|
||||
Scale of navigation mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry.
|
||||
Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
|
||||
"recast scale factor" / "cell size". Default value calculates by this equation:
|
||||
sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels).
|
||||
Changing this value will change generated navigation mesh. Some locations may become unavailable for NPC and creatures.
|
||||
Pay attention to slopes and roofs when change it. Increasing this value will reduce navigation mesh update latency.
|
||||
|
||||
max polygon path size
|
||||
---------------------
|
||||
|
||||
:Type: platform dependant unsigned integer
|
||||
:Range: > 0
|
||||
:Default: 1024
|
||||
|
||||
Maximum size of path over polygons.
|
||||
|
||||
max smooth path size
|
||||
--------------------
|
||||
|
||||
:Type: platform dependant unsigned integer
|
||||
:Range: > 0
|
||||
:Default: 1024
|
||||
|
||||
Maximum size of smoothed path.
|
||||
|
||||
Expert Recastnavigation related settings
|
||||
****************************************
|
||||
|
||||
This section is for OpenMW developers who knows about `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library and understands how it works.
|
||||
|
||||
cell height
|
||||
-----------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0.0
|
||||
:Default: 0.2
|
||||
|
||||
The z-axis cell size to use for fields.
|
||||
Defines voxel/grid/cell size. So their values have significant
|
||||
side effects on all parameters defined in voxel units.
|
||||
The minimum value for this parameter depends on the platform's floating point
|
||||
accuracy, with the practical minimum usually around 0.05.
|
||||
Same default value is used in RecastDemo.
|
||||
|
||||
cell size
|
||||
---------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0.0
|
||||
:Default: 0.2
|
||||
|
||||
The xy-plane cell size to use for fields.
|
||||
Defines voxel/grid/cell size. So their values have significant
|
||||
side effects on all parameters defined in voxel units.
|
||||
The minimum value for this parameter depends on the platform's floating point
|
||||
accuracy, with the practical minimum usually around 0.05.
|
||||
Same default value is used in RecastDemo.
|
||||
|
||||
detail sample dist
|
||||
------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: = 0.0 or >= 0.9
|
||||
:Default: 6.0
|
||||
|
||||
Sets the sampling distance to use when generating the detail mesh.
|
||||
|
||||
detail sample max error
|
||||
-----------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >= 0.0
|
||||
:Default: 1.0
|
||||
|
||||
The maximum distance the detail mesh surface should deviate from heightfield data.
|
||||
|
||||
max simplification error
|
||||
------------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >= 0.0
|
||||
:Default: 1.3
|
||||
|
||||
The maximum distance a simplfied contour's border edges should deviate the original raw contour.
|
||||
|
||||
tile size
|
||||
---------
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 128
|
||||
|
||||
The width and height of each tile.
|
||||
|
||||
border size
|
||||
-----------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 16
|
||||
|
||||
The size of the non-navigable border around the heightfield.
|
||||
|
||||
max edge len
|
||||
------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 12
|
||||
|
||||
The maximum allowed length for contour edges along the border of the mesh.
|
||||
|
||||
max nav mesh query nodes
|
||||
------------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: 0 < value <= 65535
|
||||
:Default: 2048
|
||||
|
||||
Maximum number of search nodes.
|
||||
|
||||
max polygons per tile
|
||||
---------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: 2^n, 0 < n < 22
|
||||
:Default: 4096
|
||||
|
||||
Maximum number of polygons per navigation mesh tile. Maximum number of navigation mesh tiles depends on
|
||||
this value. 22 bits is a limit to store both tile identifier and polygon identifier (tiles = 2^(22 - log2(polygons))).
|
||||
See `recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ for more details.
|
||||
|
||||
.. Warning::
|
||||
Lower value may lead to ignored world geometry on navigation mesh.
|
||||
Greater value will reduce number of navigation mesh tiles.
|
||||
This condition is always true: ``max tiles number * max polygons per tile <= 4194304``.
|
||||
It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
|
||||
|
||||
max verts per poly
|
||||
------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 3
|
||||
:Default: 6
|
||||
|
||||
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
|
||||
|
||||
region merge area
|
||||
-----------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 400
|
||||
|
||||
Any regions with a span count smaller than this value will, if possible, be merged with larger regions.
|
||||
|
||||
region min area
|
||||
---------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 64
|
||||
|
||||
The minimum number of cells allowed to form isolated island areas.
|
||||
Minimum cell count to form isolated regions.
|
||||
|
|
|
@ -1,27 +1,28 @@
|
|||
Physics Settings
|
||||
################
|
||||
|
||||
async num threads
|
||||
-----------------
|
||||
.. omw-setting::
|
||||
:title: async num threads
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 1
|
||||
:location: :bdg-success:`Launcher > Settings > Gameplay`
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 1
|
||||
Number of threads spawned for physics updates (processing actor movement) in the background.
|
||||
A value of 0 means physics update runs in the main thread.
|
||||
Values > 1 require Bullet physics library compiled with multithreading support.
|
||||
If multithreading is unsupported, a warning is logged and value 1 is used instead.
|
||||
|
||||
Determines how many threads will be spawned to compute physics update in the background (that is, process actors movement). A value of 0 means that the update will be performed in the main thread.
|
||||
A value greater than 1 requires the Bullet library be compiled with multithreading support. If that's not the case, a warning will be written in ``openmw.log`` and a value of 1 will be used.
|
||||
.. omw-setting::
|
||||
:title: lineofsight keep inactive cache
|
||||
:type: int
|
||||
:range: ≥ -1
|
||||
:default: 0
|
||||
|
||||
lineofsight keep inactive cache
|
||||
-------------------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= -1
|
||||
:Default: 0
|
||||
|
||||
The line of sight determines if 2 actors can see each other (without taking into account game mechanics such as invisibility or sneaking). It is used by some scripts (the getLOS function), by the AI (to determine if an actor should start combat or chase an opponent) and for functionalities such as greetings or turning NPC head toward an object.
|
||||
This parameters determine for how long a cache of request should be kept warm.
|
||||
A value of 0 means that the cache is kept only for the current frame, that is if a request is done 2 times in the same frame, the second request will be in cache.
|
||||
Any value > 0 is the number of frames for which the values are kept in cache even if the results was not requested again.
|
||||
If :ref:`async num threads` is 0, a value of 0 will be used.
|
||||
If a request is not found in the cache, it is always fulfilled immediately. In case Bullet is compiled without multithreading support, non-cached requests involve blocking the async thread, which might hurt performance.
|
||||
If Bullet is compiled with multithreading support, requests are non blocking, it is better to set this parameter to 0.
|
||||
Duration (in frames) to keep line-of-sight request results cached.
|
||||
Line of sight determines if two actors can see each other, used by AI and scripts.
|
||||
0 means cache only for current frame (multiple requests in same frame hit cache).
|
||||
Values > 0 keep cache warm for given frame count even without repeated requests.
|
||||
If async num threads is 0, this setting is forced to 0.
|
||||
If Bullet is compiled without multithreading support, uncached requests block async thread, hurting performance.
|
||||
If Bullet has multithreading, requests are non-blocking, so setting this to 0 is preferable.
|
||||
|
|
|
@ -1,55 +1,49 @@
|
|||
Post-Processing Settings
|
||||
########################
|
||||
|
||||
.. _Post Processing:
|
||||
.. omw-setting::
|
||||
:title: enabled
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings> Visuals > Post Processing` :bdg-info:`In Game > Options > Video`
|
||||
|
||||
enabled
|
||||
-------
|
||||
Enable or disable post-processing effects.
|
||||
Requires post-processing shaders to be installed.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
.. omw-setting::
|
||||
:title: chain
|
||||
:type: string
|
||||
:location: :bdg-info:`In Game > F2 Menu`
|
||||
|
||||
Enable or disable post processing.
|
||||
This enables use of post processing shaders, which must be installed.
|
||||
List of active post-processing effects and their order.
|
||||
Recommended to configure via in-game HUD (default key: F2).
|
||||
Note: an empty chain does not disable post-processing.
|
||||
Has no effect if :ref:`enabled` is false.
|
||||
|
||||
chain
|
||||
-----
|
||||
.. omw-setting::
|
||||
:title: auto exposure speed
|
||||
:type: float32
|
||||
:range: > 0.0001
|
||||
:default: 0.9
|
||||
:location: :bdg-success:`Launcher > Settings> Visuals > Post Processing`
|
||||
|
||||
:Type: string list
|
||||
Controls speed of eye adaptation (scene luminance changes between frames).
|
||||
Smaller values cause slower adaptation.
|
||||
Most noticeable when moving between drastically different lighting (e.g., dark cave to bright sun).
|
||||
Has no effect if HDR or :ref:`enabled` is false.
|
||||
|
||||
Controls which post process effects are active and their order.
|
||||
It is recommended to configure the settings and order of shaders through the in game HUD. By default this is available with the F2 key.
|
||||
Note, an empty chain will not disable post processing.
|
||||
.. omw-setting::
|
||||
:title: transparent postpass
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-success:`Launcher > Settings> Visuals > Post Processing`
|
||||
|
||||
This setting has no effect if :ref:`enabled` is set to false.
|
||||
Re-renders transparent objects with alpha-clipping using a fixed threshold.
|
||||
Important for vanilla content where blended objects disable depth writes and have large alpha margins.
|
||||
|
||||
auto exposure speed
|
||||
-------------------
|
||||
|
||||
:Type: float
|
||||
:Range: Any number > 0.0001
|
||||
:Default: 0.9
|
||||
|
||||
Use for eye adaptation to control speed at which average scene luminance can change from one frame to the next.
|
||||
Average scene luminance is used in some shader effects for features such as dynamic eye adaptation.
|
||||
Smaller values will cause slower changes in scene luminance. This is most impactful when the brightness
|
||||
drastically changes quickly, like when entering a dark cave or exiting an interior and looking into a bright sun.
|
||||
|
||||
This settings has no effect when HDR is disabled or :ref:`enabled` is set to false.
|
||||
|
||||
transparent postpass
|
||||
--------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Re-renders transparent objects with alpha-clipping forced with a fixed threshold. This is particularly important with vanilla content, where blended
|
||||
objects usually have depth writes disabled and massive margins between the geometry and texture alpha.
|
||||
|
||||
|
||||
.. warning::
|
||||
This can be quite costly with vanilla assets. For best performance it is recommended to use a mod replacer which
|
||||
uses alpha tested foliage and disable this setting. Morrowind Optimization Patch is a great option.
|
||||
If you are not using any shaders which utilize the depth buffer this setting should be disabled.
|
||||
.. warning::
|
||||
Can be performance heavy with vanilla assets.
|
||||
For better performance, use alpha-tested foliage mods (e.g., Morrowind Optimization Patch) and disable this setting.
|
||||
Disable if no shaders use the depth buffer.
|
||||
|
|
|
@ -1,35 +1,30 @@
|
|||
Saves Settings
|
||||
##############
|
||||
|
||||
character
|
||||
---------
|
||||
.. omw-setting::
|
||||
:title: character
|
||||
:type: string
|
||||
:default: ""
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: ""
|
||||
The default character shown in the Load Game menu.
|
||||
Automatically updated when a different character is selected.
|
||||
|
||||
This contains the default character for the Load Game menu and is automatically updated when a different character is selected.
|
||||
.. omw-setting::
|
||||
:title: autosave
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-info:`In Game > Options > Prefs`
|
||||
|
||||
autosave
|
||||
--------
|
||||
Determines whether the game auto-saves when the character rests.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
.. omw-setting::
|
||||
:title: max quicksaves
|
||||
:type: int
|
||||
:range: >0
|
||||
:default: 1
|
||||
:location: :bdg-success:`Launcher > Settings > Miscellaneous`
|
||||
|
||||
This setting determines whether the game will be automatically saved when the character rests.
|
||||
|
||||
This setting can be toggled in game with the Auto-Save when Rest button in the Prefs panel of the Options menu.
|
||||
|
||||
max quicksaves
|
||||
--------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >0
|
||||
:Default: 1
|
||||
|
||||
This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1,
|
||||
quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached,
|
||||
the oldest quicksave will be recycled the next time you perform a quicksave.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
Number of quicksave and autosave slots available.
|
||||
If greater than 1, quicksaves are created sequentially.
|
||||
When the max is reached, the oldest quicksave is overwritten on the next quicksave.
|
|
@ -1,338 +1,228 @@
|
|||
Shaders Settings
|
||||
################
|
||||
|
||||
force shaders
|
||||
-------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Force rendering with shaders, even for objects that don't strictly need them.
|
||||
By default, only objects with certain effects, such as bump or normal maps will use shaders.
|
||||
With enhancements enabled, such as :ref:`enable shadows` and :ref:`reverse z`, shaders must be used for all objects, as if this setting is true.
|
||||
Typically, one or more of these enhancements will be enabled, and shaders will be needed for everything anyway, meaning toggling this setting will have no effect.
|
||||
|
||||
Some settings, such as :ref:`clamp lighting` only apply to objects using shaders, so enabling this option may cause slightly different visuals when used at the same time.
|
||||
Otherwise, there should not be a visual difference.
|
||||
|
||||
Please note enabling shaders may have a significant performance impact on some systems, and a mild impact on many others.
|
||||
|
||||
force per pixel lighting
|
||||
------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting.
|
||||
Only affects objects drawn with shaders (see :ref:`force shaders` option).
|
||||
Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended.
|
||||
Note that groundcover shaders and particle effects ignore this setting.
|
||||
|
||||
clamp lighting
|
||||
--------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
|
||||
Only affects objects drawn with shaders (see :ref:`force shaders` option) as objects drawn without shaders always have clamped lighting.
|
||||
When disabled, terrain is always drawn with shaders to prevent seams between tiles that are and that aren't.
|
||||
|
||||
Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
|
||||
but the lighting may appear dull and there might be colour shifts.
|
||||
Setting this option to 'false' results in more dynamic lighting.
|
||||
|
||||
auto use object normal maps
|
||||
---------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
|
||||
(see :ref:`normal map pattern`, e.g. for a base texture ``foo.dds``, the normal map texture would have to be named ``foo_n.dds``).
|
||||
If this option is disabled,
|
||||
normal maps are only used if they are explicitly listed within the mesh file (``.nif`` or ``.osg`` file). Affects objects.
|
||||
|
||||
auto use object specular maps
|
||||
-----------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
|
||||
(see :ref:`specular map pattern`, e.g. for a base texture ``foo.dds``,
|
||||
the specular map texture would have to be named ``foo_spec.dds``).
|
||||
If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
|
||||
(``.osg`` file, not supported in ``.nif`` files). Affects objects.
|
||||
|
||||
auto use terrain normal maps
|
||||
----------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
See :ref:`auto use object normal maps`. Affects terrain.
|
||||
|
||||
auto use terrain specular maps
|
||||
------------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If a file with pattern :ref:`terrain specular map pattern` exists, use that file as a 'diffuse specular' map.
|
||||
The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
|
||||
|
||||
normal map pattern
|
||||
------------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: _n
|
||||
|
||||
The filename pattern to probe for when detecting normal maps
|
||||
(see :ref:`auto use object normal maps`, :ref:`auto use terrain normal maps`)
|
||||
|
||||
normal height map pattern
|
||||
-------------------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: _nh
|
||||
|
||||
Alternative filename pattern to probe for when detecting normal maps.
|
||||
Files with this pattern are expected to include 'height' in the alpha channel.
|
||||
This height is used for parallax effects. Works for both terrain and objects.
|
||||
|
||||
specular map pattern
|
||||
--------------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: _spec
|
||||
|
||||
The filename pattern to probe for when detecting object specular maps (see :ref:`auto use object specular maps`)
|
||||
|
||||
terrain specular map pattern
|
||||
----------------------------
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: _diffusespec
|
||||
|
||||
The filename pattern to probe for when detecting terrain specular maps (see :ref:`auto use terrain specular maps`)
|
||||
|
||||
apply lighting to environment maps
|
||||
----------------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
|
||||
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
|
||||
Affected objects will use shaders.
|
||||
|
||||
lighting method
|
||||
---------------
|
||||
|
||||
:Type: string
|
||||
:Range: legacy|shaders compatibility|shaders
|
||||
:Default: default
|
||||
|
||||
Sets the internal handling of light sources.
|
||||
|
||||
'legacy' is restricted to 8 lights per object and it is the method closest to
|
||||
fixed function pipeline lighting.
|
||||
|
||||
'shaders compatibility' removes the light limit controllable through :ref:`max
|
||||
lights` and follows a modified attenuation formula which can drastically reduce
|
||||
light popping and seams. This mode also enables lighting on groundcover.
|
||||
It is recommended to use this with older hardware and a
|
||||
light limit closer to 8. Because of its wide range of compatibility it is set as
|
||||
the default.
|
||||
|
||||
'shaders' carries all of the benefits that 'shaders compatibility' does, but
|
||||
uses a modern approach that allows for a higher :ref:`max lights` count with
|
||||
little to no performance penalties on modern hardware. It is recommended to use
|
||||
this mode when supported and where the GPU is not a bottleneck. On some weaker
|
||||
devices, using this mode along with :ref:`force per pixel lighting` can carry
|
||||
performance penalties.
|
||||
|
||||
When enabled, groundcover lighting is forced to be vertex lighting, unless
|
||||
normal maps are provided. This is due to some groundcover mods using the Z-Up
|
||||
normals technique to avoid some common issues with shading. As a consequence,
|
||||
per pixel lighting would give undesirable results.
|
||||
|
||||
Note that the rendering will act as if you have :ref:`force shaders` option enabled
|
||||
when not set to 'legacy'. This means that shaders will be used to render all objects and
|
||||
the terrain.
|
||||
|
||||
light bounds multiplier
|
||||
-----------------------
|
||||
|
||||
:Type: float
|
||||
:Range: 0.0-5.0
|
||||
:Default: 1.65
|
||||
|
||||
Controls the bounding sphere radius of point lights, which is used to determine
|
||||
if an object should receive lighting from a particular light source. Note, this
|
||||
has no direct effect on the overall illumination of lights. Larger multipliers
|
||||
will allow for smoother transitions of light sources, but may require an
|
||||
increase in :ref:`max lights` and thus carries a performance penalty. This
|
||||
especially helps with abrupt light popping with handheld light sources such as
|
||||
torches and lanterns.
|
||||
|
||||
In Morrowind, this multiplier is non-existent, i.e. it is always 1.0.
|
||||
|
||||
classic falloff
|
||||
---------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Use the traditional point light attenuation formula which lacks an early fade out.
|
||||
|
||||
A flaw of the traditional formula is that light influence never quite reaches zero.
|
||||
This is physically accurate, but because lights don't have infinite radius (see :ref:`light bounds multiplier`),
|
||||
this can cause lighting seams between objects that got the relevant point light assigned and objects that didn't.
|
||||
Early fade out helps diminish these seams at the cost of darkening the scene.
|
||||
|
||||
Morrowind uses the traditional formula, so you may want to enable this if you dislike the brightness differences.
|
||||
Alternatively, refer to :ref:`minimum interior brightness`.
|
||||
|
||||
'legacy' :ref:`lighting method` behaves as if this setting were enabled.
|
||||
|
||||
match sunlight to sun
|
||||
---------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
In Morrowind, the apparent sun position does not match its light direction due to mysterious reasons.
|
||||
We preserve this unrealistic behavior for compatibility.
|
||||
|
||||
This option makes the sun light source's position match the sun's position.
|
||||
|
||||
maximum light distance
|
||||
----------------------
|
||||
|
||||
:Type: float
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 8192
|
||||
|
||||
The maximum distance from the camera that lights will be illuminated, applies to
|
||||
both interiors and exteriors. A lower distance will improve performance. Set
|
||||
this to a non-positive value to disable fading.
|
||||
|
||||
In Morrowind, there is no distance-based light fading.
|
||||
|
||||
light fade start
|
||||
----------------
|
||||
|
||||
:Type: float
|
||||
:Range: 0.0-1.0
|
||||
:Default: 0.85
|
||||
|
||||
The fraction of the maximum distance at which lights will begin to fade away.
|
||||
Tweaking it will make the transition proportionally more or less smooth.
|
||||
|
||||
This setting has no effect if the :ref:`maximum light distance` is non-positive.
|
||||
|
||||
max lights
|
||||
----------
|
||||
|
||||
:Type: integer
|
||||
:Range: 2-64
|
||||
:Default: 8
|
||||
|
||||
Sets the maximum number of lights that each object can receive lighting from.
|
||||
Increasing this too much can cause significant performance loss, especially if
|
||||
:ref:`lighting method` is not set to 'shaders' or :ref:`force per pixel
|
||||
lighting` is on.
|
||||
|
||||
This setting has no effect if :ref:`lighting method` is 'legacy'.
|
||||
|
||||
minimum interior brightness
|
||||
---------------------------
|
||||
|
||||
:Type: float
|
||||
:Range: 0.0-1.0
|
||||
:Default: 0.08
|
||||
|
||||
Sets the minimum interior ambient brightness for interior cells.
|
||||
|
||||
A consequence of the new lighting system is that interiors will sometimes be darker
|
||||
since light sources now have sensible fall-offs.
|
||||
A couple solutions are to either add more lights or increase their
|
||||
radii to compensate, but these require content changes. For best results it is
|
||||
recommended to set this to 0.0 to retain the colors that level designers
|
||||
intended. If brighter interiors are wanted, however, this setting should be
|
||||
increased. Note, it is advised to keep this number small (< 0.1) to avoid the
|
||||
aforementioned changes in visuals.
|
||||
|
||||
This setting has no effect if :ref:`lighting method` is 'legacy'
|
||||
or if :ref:`classic falloff` is enabled.
|
||||
|
||||
antialias alpha test
|
||||
--------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage when :ref:`antialiasing` is on.
|
||||
This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation.
|
||||
When MSAA is off, this setting will have no visible effect, but might have a performance cost.
|
||||
|
||||
|
||||
adjust coverage for alpha test
|
||||
------------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Attempt to simulate coverage-preserving mipmaps in textures created without them which are used for alpha testing anyway.
|
||||
This will somewhat mitigate these objects appearing to shrink as they get further from the camera, but isn't perfect.
|
||||
Better results can be achieved by generating more appropriate mipmaps in the first place, but if this workaround is used with such textures, affected objects will appear to grow as they get further from the camera.
|
||||
It is recommended that mod authors specify how this setting should be set, and mod users follow their advice.
|
||||
|
||||
soft particles
|
||||
--------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enables soft particles for particle effects. This technique softens the
|
||||
intersection between individual particles and other opaque geometry by blending
|
||||
between them. Note, this relies on overriding specific properties of particle
|
||||
systems that potentially differ from the source content, this setting may change
|
||||
the look of some particle systems.
|
||||
|
||||
Note that the rendering will act as if you have :ref:`force shaders` option enabled.
|
||||
This means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
weather particle occlusion
|
||||
--------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enables particle occlusion for rain and snow particle effects.
|
||||
When enabled, rain and snow will not clip through ceilings and overhangs.
|
||||
Currently this relies on an additional render pass, which may lead to a performance hit.
|
||||
|
||||
.. warning::
|
||||
This is an experimental feature that may cause visual oddities, especially when using default rain settings.
|
||||
It is recommended to at least double the rain diameter through `openmw.cfg`.`
|
||||
.. omw-setting::
|
||||
:title: force shaders
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Force rendering with shaders for all objects, even those that do not strictly need them.
|
||||
Required if enhancements like shadows or reverse z are enabled.
|
||||
May have a significant performance impact.
|
||||
|
||||
.. omw-setting::
|
||||
:title: force per pixel lighting
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Force per-pixel lighting on all shader objects.
|
||||
Changes lighting behavior from the original MW engine.
|
||||
Groundcover shaders and particles ignore this setting.
|
||||
|
||||
.. omw-setting::
|
||||
:title: clamp lighting
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
Restrict lighting to a maximum of (1,1,1) on shader objects.
|
||||
Prevents overly bright or shifted colors but can dull lighting.
|
||||
Terrain is always drawn with shaders to prevent seams.
|
||||
|
||||
.. omw-setting::
|
||||
:title: auto use object normal maps
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Automatically detect and use object normal maps named with pattern defined by :ref:`normal map pattern`.
|
||||
Otherwise normal maps must be explicitly listed in mesh files.
|
||||
|
||||
.. omw-setting::
|
||||
:title: auto use object specular maps
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Automatically detect and use object specular maps named with pattern defined by :ref:`specular map pattern`.
|
||||
Only supported in `.osg` files.
|
||||
|
||||
.. omw-setting::
|
||||
:title: auto use terrain normal maps
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Same as :ref:`auto use object normal maps`, but applies to terrain.
|
||||
|
||||
.. omw-setting::
|
||||
:title: auto use terrain specular maps
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Use terrain specular maps if matching :ref:`terrain specular map pattern` texture exists.
|
||||
Texture RGB is layer color, alpha is specular multiplier.
|
||||
|
||||
.. omw-setting::
|
||||
:title: normal map pattern
|
||||
:type: string
|
||||
:default: _n
|
||||
|
||||
Filename pattern used to detect normal maps automatically.
|
||||
|
||||
.. omw-setting::
|
||||
:title: normal height map pattern
|
||||
:type: string
|
||||
:default: _nh
|
||||
|
||||
Alternative pattern for normal maps containing height in alpha channel for parallax effects.
|
||||
|
||||
.. omw-setting::
|
||||
:title: specular map pattern
|
||||
:type: string
|
||||
:default: _spec
|
||||
|
||||
Filename pattern to detect object specular maps.
|
||||
|
||||
.. omw-setting::
|
||||
:title: terrain specular map pattern
|
||||
:type: string
|
||||
:default: _diffusespec
|
||||
|
||||
Filename pattern to detect terrain specular maps.
|
||||
|
||||
.. omw-setting::
|
||||
:title: apply lighting to environment maps
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Enable lighting effects on environment map reflections to prevent glowing in dark areas.
|
||||
|
||||
.. omw-setting::
|
||||
:title: lighting method
|
||||
:type: string
|
||||
:range: legacy | shaders compatibility | shaders
|
||||
:default: shaders compatibility
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights` :bdg-success:`Launcher > Settings > Visuals > Lighting`
|
||||
|
||||
Controls internal light source handling:
|
||||
- `legacy`: fixed-function pipeline, max 8 lights per object.
|
||||
- `shaders compatibility`: removes light limit, better attenuation, recommended for older hardware.
|
||||
- `shaders`: modern lighting approach, higher light counts, better for modern GPUs.
|
||||
|
||||
.. omw-setting::
|
||||
:title: light bounds multiplier
|
||||
:type: float32
|
||||
:range: 0.0-5.0
|
||||
:default: 1.65
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Multiplier for point light bounding sphere radius, affecting light transition smoothness and performance.
|
||||
|
||||
.. omw-setting::
|
||||
:title: classic falloff
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Use traditional point light attenuation without early fade out.
|
||||
Reduces lighting seams but may darken the scene.
|
||||
|
||||
.. omw-setting::
|
||||
:title: match sunlight to sun
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Aligns the sun light source direction with the visible sun position for realism.
|
||||
|
||||
.. omw-setting::
|
||||
:title: maximum light distance
|
||||
:type: float32
|
||||
:range: full float range
|
||||
:default: 8192
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Maximum distance at which lights illuminate objects.
|
||||
Set to ≤ 0 to disable fading for lights.
|
||||
|
||||
.. omw-setting::
|
||||
:title: light fade start
|
||||
:type: float32
|
||||
:range: 0.0-1.0
|
||||
:default: 0.85
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Fraction of max distance where light fading begins.
|
||||
|
||||
.. omw-setting::
|
||||
:title: max lights
|
||||
:type: int
|
||||
:range: 2-64
|
||||
:default: 8
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Maximum lights affecting each object.
|
||||
Too high values may reduce performance unless using 'shaders' method.
|
||||
|
||||
.. omw-setting::
|
||||
:title: minimum interior brightness
|
||||
:type: float32
|
||||
:range: 0.0-1.0
|
||||
:default: 0.08
|
||||
:location: :bdg-info:`In Game > Settings > Options > Video > Lights`
|
||||
|
||||
Minimum ambient brightness inside interiors.
|
||||
Should be small to avoid unwanted visual changes.
|
||||
|
||||
.. omw-setting::
|
||||
:title: antialias alpha test
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Converts alpha testing to alpha-to-coverage for smoother edges with MSAA enabled.
|
||||
|
||||
.. omw-setting::
|
||||
:title: adjust coverage for alpha test
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Mitigates shrinking artifacts on alpha-tested textures without coverage-preserving mipmaps.
|
||||
|
||||
.. omw-setting::
|
||||
:title: soft particles
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Enables soft particles effect for smoother particle intersections.
|
||||
|
||||
.. omw-setting::
|
||||
:title: weather particle occlusion
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shaders`
|
||||
|
||||
Prevents rain and snow clipping through ceilings by using an extra render pass.
|
||||
|
||||
.. warning::
|
||||
|
||||
Experimental and may cause visual oddities.
|
||||
|
|
|
@ -1,245 +1,197 @@
|
|||
Shadows Settings
|
||||
################
|
||||
|
||||
Main settings
|
||||
*************
|
||||
|
||||
enable shadows
|
||||
--------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enable or disable the rendering of shadows.
|
||||
Unlike in the original Morrowind engine, 'Shadow Mapping' is used, which can have a performance impact, but has more realistic results.
|
||||
Bear in mind that this will force OpenMW to use shaders as if :ref:`force shaders` was enabled.
|
||||
A keen developer may be able to implement compatibility with fixed-function mode using the advice of `this post <https://github.com/OpenMW/openmw/pull/1547#issuecomment-369657381>`_, but it may be more difficult than it seems.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
number of shadow maps
|
||||
---------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: 1 to 8, but higher values may conflict with other texture effects
|
||||
:Default: 3
|
||||
|
||||
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.
|
||||
Using too many shadow maps will lead to them overriding texture slots used for other effects, producing unpleasant artefacts.
|
||||
A value of three is recommended in most cases, but other values may produce better results or performance.
|
||||
|
||||
maximum shadow map distance
|
||||
---------------------------
|
||||
|
||||
:Type: float
|
||||
:Range: The whole range of 32-bit floating point
|
||||
:Default: 8192
|
||||
|
||||
The maximum distance from the camera shadows cover, limiting their overall area coverage
|
||||
and improving their quality and performance at the cost of removing shadows of distant objects or terrain.
|
||||
Set this to a non-positive value to remove the limit.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
shadow fade start
|
||||
-------------------
|
||||
|
||||
:Type: float
|
||||
:Range: 0.0-1.0
|
||||
:Default: 0.9
|
||||
|
||||
The fraction of the maximum shadow map distance at which the shadows will begin to fade away.
|
||||
Tweaking it will make the transition proportionally more or less smooth.
|
||||
This setting has no effect if the maximum shadow map distance is non-positive (infinite).
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
enable debug hud
|
||||
----------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enable or disable the debug hud to see what the shadow map(s) contain.
|
||||
This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
|
||||
|
||||
enable debug overlay
|
||||
--------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Enable or disable the debug overlay to see the area covered by each shadow map.
|
||||
This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
|
||||
|
||||
compute scene bounds
|
||||
--------------------
|
||||
|
||||
:Type: string
|
||||
:Range: primitives|bounds|none
|
||||
:Default: bounding volumes
|
||||
|
||||
Two different ways to make better use of shadow map(s) by making them cover a smaller area.
|
||||
While primitives give better shadows at expense of more CPU, bounds gives better performance overall but with lower quality shadows. There is also the ability to disable this computation with none.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
shadow map resolution
|
||||
---------------------
|
||||
|
||||
:Type: integer
|
||||
:Range: Dependent on GPU/driver combination
|
||||
:Default: 1024
|
||||
|
||||
Control How large to make the shadow map(s).
|
||||
Higher values increase GPU load but can produce better-looking results.
|
||||
Power-of-two values may turn out to be faster than smaller values which are not powers of two on some GPU/driver combinations.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
actor shadows
|
||||
-------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Allow actors to cast shadows.
|
||||
Potentially decreases performance.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
player shadows
|
||||
--------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Allow the player to cast shadows.
|
||||
Potentially decreases performance.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
terrain shadows
|
||||
---------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Allow terrain to cast shadows.
|
||||
Potentially decreases performance.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
object shadows
|
||||
--------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Allow static objects to cast shadows.
|
||||
Potentially decreases performance.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
enable indoor shadows
|
||||
---------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Allow shadows indoors.
|
||||
Due to limitations with Morrowind's data, only actors can cast shadows indoors without the ceiling casting a shadow everywhere.
|
||||
Some might feel this is distracting as shadows can be cast through other objects, so indoor shadows can be disabled completely.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
Expert settings
|
||||
***************
|
||||
|
||||
These settings are probably too complicated for regular users to judge what might be good values to set them to.
|
||||
If you've got a good understanding of how shadow mapping works, or you've got enough time to try a large set of values, you may get better results tuning these yourself.
|
||||
Copying values from another user who's done careful tuning is the recommended way of arriving at an optimal value for these settings.
|
||||
|
||||
Understanding what some of these do might be easier for people who've 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.
|
||||
|
||||
polygon offset factor
|
||||
---------------------
|
||||
|
||||
:Type: float
|
||||
:Range: Theoretically the whole range of 32-bit floating point, but values just above 1.0 are most sensible.
|
||||
:Default: 1.1
|
||||
|
||||
Used as the factor parameter for the polygon offset used for shadow map rendering.
|
||||
Higher values reduce shadow flicker, but risk increasing Peter Panning.
|
||||
See `the OpenGL documentation for glPolygonOffset <https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glPolygonOffset.xhtml>`_ for details.
|
||||
|
||||
polygon offset units
|
||||
---------------------
|
||||
|
||||
:Type: float
|
||||
:Range: Theoretically the whole range of 32-bit floating point, but values between 1 and 10 are most sensible.
|
||||
:Default: 4.0
|
||||
|
||||
Used as the units parameter for the polygon offset used for shadow map rendering.
|
||||
Higher values reduce shadow flicker, but risk increasing Peter Panning.
|
||||
See `the OpenGL documentation for glPolygonOffset <https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glPolygonOffset.xhtml>`_ for details.
|
||||
|
||||
normal offset distance
|
||||
----------------------
|
||||
|
||||
:Type: float
|
||||
:Range: Theoretically the whole range of 32-bit floating point, but values between 0 and 2 are most sensible.
|
||||
:Default: 1.0
|
||||
|
||||
How far along the surface normal to project shadow coordinates.
|
||||
Higher values significantly reduce shadow flicker, usually with a lower increase of Peter Panning than the Polygon Offset settings.
|
||||
This value is in in-game units, so 1.0 is roughly 1.4 cm.
|
||||
|
||||
use front face culling
|
||||
----------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Excludes theoretically unnecessary faces from shadow maps, slightly increasing performance.
|
||||
In practice, Peter Panning can be much less visible with these faces included, so if you have high polygon offset values, leaving this off may help minimise the side effects.
|
||||
|
||||
split point uniform logarithmic ratio
|
||||
-------------------------------------
|
||||
|
||||
:Type: float
|
||||
:Range: 0.0-1.0 for sensible results. Other values may 'work' but could behave bizarrely.
|
||||
:Default: 0.5
|
||||
|
||||
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.
|
||||
When using a larger-than-default viewing distance and distant terrain, larger values will prevent nearby shadows losing quality.
|
||||
It is therefore recommended that this isn't left at the default when the viewing distance is changed.
|
||||
|
||||
split point bias
|
||||
----------------
|
||||
|
||||
:Type: float
|
||||
: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.
|
||||
:Default: 0.0
|
||||
|
||||
The :math:`\delta_{bias}` parameter used to form the Practical Split Scheme as described in the linked paper.
|
||||
|
||||
minimum lispsm near far ratio
|
||||
-----------------------------
|
||||
|
||||
:Type: float
|
||||
:Range: Must be greater than zero.
|
||||
:Default: 0.25
|
||||
|
||||
Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation.
|
||||
Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera.
|
||||
Increasing this pushes detail further away by moving the frustum apex further from the near plane.
|
||||
.. omw-setting::
|
||||
:title: enable shadows
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Enable or disable shadow rendering using shadow mapping.
|
||||
More realistic but may reduce performance.
|
||||
Forces shaders usage like :ref:`force shaders`.
|
||||
|
||||
.. omw-setting::
|
||||
:title: number of shadow maps
|
||||
:type: int
|
||||
:range: 1 to 8
|
||||
:default: 3
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Number of shadow maps used.
|
||||
More maps improve shadow quality but may reduce performance or cause texture conflicts.
|
||||
|
||||
.. omw-setting::
|
||||
:title: maximum shadow map distance
|
||||
:type: float32
|
||||
:range: full 32-bit float range
|
||||
:default: 8192
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Maximum distance shadows cover from the camera.
|
||||
Set ≤ 0 to disable distance limit.
|
||||
|
||||
.. omw-setting::
|
||||
:title: shadow fade start
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.9
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Fraction of maximum shadow distance at which shadows start fading.
|
||||
No effect if distance limit disabled.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable debug hud
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Show debug HUD visualizing shadow map contents.
|
||||
Recommended for developers or advanced users.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable debug overlay
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Show debug overlay showing shadow map coverage areas.
|
||||
Recommended for advanced debugging.
|
||||
|
||||
.. omw-setting::
|
||||
:title: compute scene bounds
|
||||
:type: string
|
||||
:range: primitives | bounds | none
|
||||
:default: bounds
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Method to compute shadow map coverage:
|
||||
- `primitives`: better shadows, higher CPU cost
|
||||
- `bounds`: better performance, lower quality
|
||||
- `none`: disables computation
|
||||
|
||||
.. omw-setting::
|
||||
:title: shadow map resolution
|
||||
:type: int
|
||||
:range: dependent on GPU/driver
|
||||
:default: 1024
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Size of shadow maps.
|
||||
Higher values improve quality but increase GPU load.
|
||||
Powers of two may perform better on some hardware.
|
||||
|
||||
.. omw-setting::
|
||||
:title: actor shadows
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Enable shadows cast by NPCs and creatures.
|
||||
May reduce performance.
|
||||
|
||||
.. omw-setting::
|
||||
:title: player shadows
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Enable shadows cast by the player character.
|
||||
May reduce performance.
|
||||
|
||||
.. omw-setting::
|
||||
:title: terrain shadows
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Enable shadows cast by terrain.
|
||||
May reduce performance.
|
||||
|
||||
.. omw-setting::
|
||||
:title: object shadows
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Enable shadows cast by static objects.
|
||||
May reduce performance.
|
||||
|
||||
.. omw-setting::
|
||||
:title: enable indoor shadows
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Shadows`
|
||||
|
||||
Enable shadows indoors.
|
||||
Only actors cast shadows indoors without full ceiling shadows.
|
||||
Can cause shadows appearing through objects.
|
||||
|
||||
.. omw-setting::
|
||||
:title: polygon offset factor
|
||||
:type: float32
|
||||
:range: full 32-bit float range, sensibly >1.0
|
||||
:default: 1.1
|
||||
|
||||
Polygon offset factor for shadow map rendering.
|
||||
Reduces shadow flicker but may increase Peter Panning.
|
||||
|
||||
.. omw-setting::
|
||||
:title: polygon offset units
|
||||
:type: float32
|
||||
:range: full 32-bit float range, sensibly 1 to 10
|
||||
:default: 4.0
|
||||
|
||||
Polygon offset units for shadow map rendering.
|
||||
Works with offset factor to reduce artifacts.
|
||||
|
||||
.. omw-setting::
|
||||
:title: normal offset distance
|
||||
:type: float32
|
||||
:range: full 32-bit float range, sensibly 0 to 2
|
||||
:default: 1.0
|
||||
|
||||
Distance along surface normal to project shadow coordinates.
|
||||
Reduces flicker with less Peter Panning than polygon offset.
|
||||
|
||||
.. omw-setting::
|
||||
:title: use front face culling
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
Exclude front faces from shadow maps for performance.
|
||||
May increase Peter Panning artifacts.
|
||||
|
||||
.. omw-setting::
|
||||
:title: split point uniform logarithmic ratio
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.5
|
||||
|
||||
Controls balance between logarithmic and uniform split points for shadow splits.
|
||||
Adjust when using large view distances or distant terrain.
|
||||
|
||||
.. omw-setting::
|
||||
:title: split point bias
|
||||
:type: float32
|
||||
:range: full C++ float range
|
||||
:default: 0.0
|
||||
|
||||
Bias parameter used in shadow split computation.
|
||||
Non-zero values can cause unusual behavior.
|
||||
|
||||
.. omw-setting::
|
||||
:title: minimum lispsm near far ratio
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 0.25
|
||||
|
||||
Minimum near/far ratio for Light Space Perspective Shadow Map.
|
||||
Controls distribution of shadow detail near and far from the camera.
|
||||
|
|
|
@ -1,142 +1,123 @@
|
|||
Sound Settings
|
||||
##############
|
||||
|
||||
device
|
||||
------
|
||||
.. omw-setting::
|
||||
:title: device
|
||||
:type: string
|
||||
:range:
|
||||
:default: ""
|
||||
:location: :bdg-success:`Launcher > Settings > Audio`
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: ""
|
||||
This setting determines which audio device to use. A blank or missing setting means to use the default device,
|
||||
which should usually be sufficient, but if you need to explicitly specify a device use this setting.
|
||||
|
||||
This setting determines which audio device to use. A blank or missing setting means to use the default device,
|
||||
which should usually be sufficient, but if you need to explicitly specify a device use this setting.
|
||||
The names of detected devices can be found in the openmw.log file in your configuration directory.
|
||||
|
||||
The names of detected devices can be found in the openmw.log file in your configuration directory.
|
||||
.. omw-setting::
|
||||
:title: master volume
|
||||
:type: float32
|
||||
:range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:default: 1.0
|
||||
:location: :bdg-info:`In Game > Options > Audio`
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
This setting controls the overall volume.
|
||||
The master volume is multiplied with specific volume settings to determine the final volume.
|
||||
|
||||
master volume
|
||||
-------------
|
||||
.. omw-setting::
|
||||
:title: footsteps volume
|
||||
:type: float32
|
||||
:range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:default: 0.2
|
||||
:location: :bdg-info:`In Game > Options > Audio`
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:Default: 1.0
|
||||
This setting controls the volume of footsteps from the character and other actors.
|
||||
|
||||
This setting controls the overall volume.
|
||||
The master volume is multiplied with specific volume settings to determine the final volume.
|
||||
.. omw-setting::
|
||||
:title: music volume
|
||||
:type: float32
|
||||
:range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:default: 0.5
|
||||
:location: :bdg-info:`In Game > Options > Audio`
|
||||
|
||||
This setting can be changed in game using the Master slider from the Audio panel of the Options menu.
|
||||
This setting controls the volume for music tracks.
|
||||
|
||||
footsteps volume
|
||||
----------------
|
||||
.. omw-setting::
|
||||
:title: sfx volume
|
||||
:type: float32
|
||||
:range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:default: 1.0
|
||||
:location: :bdg-info:`In Game > Options > Audio`
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:Default: 0.2
|
||||
This setting controls the volume for special sound effects such as combat noises.
|
||||
|
||||
This setting controls the volume of footsteps from the character and other actors.
|
||||
.. omw-setting::
|
||||
:title: voice volume
|
||||
:type: float32
|
||||
:range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:default: 0.8
|
||||
:location: :bdg-info:`In Game > Options > Audio`
|
||||
|
||||
This setting can be changed in game using the Footsteps slider from the Audio panel of the Options menu.
|
||||
This setting controls the volume for spoken dialogue from NPCs.
|
||||
|
||||
music volume
|
||||
------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:Default: 0.5
|
||||
.. omw-setting::
|
||||
:title: buffer cache min
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 14
|
||||
|
||||
This setting controls the volume for music tracks.
|
||||
This setting determines the minimum size of the sound buffer cache in megabytes.
|
||||
When the cache reaches the size specified by the buffer cache max setting,
|
||||
old buffers will be unloaded until it's using no more memory than specified by this setting.
|
||||
This setting must be less than or equal to the buffer cache max setting.
|
||||
|
||||
This setting can be changed in game using the Music slider from the Audio panel of the Options menu.
|
||||
|
||||
sfx volume
|
||||
----------
|
||||
.. omw-setting::
|
||||
:title: buffer cache max
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 16
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:Default: 1.0
|
||||
This setting determines the maximum size of the sound buffer cache in megabytes. When the cache reaches this size,
|
||||
old buffers will be unloaded until it reaches the size specified by the buffer cache min setting.
|
||||
This setting must be greater than or equal to the buffer cache min setting.
|
||||
|
||||
This setting controls the volume for special sound effects such as combat noises.
|
||||
|
||||
This setting can be changed in game using the Effects slider from the Audio panel of the Options menu.
|
||||
.. omw-setting::
|
||||
:title: hrtf enable
|
||||
:type: int
|
||||
:range: -1, 0, 1
|
||||
:default: -1
|
||||
:location: :bdg-success:`Launcher > Settings > Audio`
|
||||
|
||||
voice volume
|
||||
------------
|
||||
This setting determines whether to enable head-related transfer function (HRTF) audio processing.
|
||||
HRTF audio processing creates the perception of sounds occurring in a three dimensional space when wearing headphones.
|
||||
Enabling HRTF may also require an OpenAL Soft version greater than 1.17.0,
|
||||
and possibly some operating system configuration.
|
||||
A value of 0 disables HRTF processing, while a value of 1 explicitly enables HRTF processing.
|
||||
The default value is -1, which should enable the feature automatically for most users when possible.
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 (silent) to 1.0 (maximum volume)
|
||||
:Default: 0.8
|
||||
|
||||
This setting controls the volume for spoken dialogue from NPCs.
|
||||
.. omw-setting::
|
||||
:title: hrtf
|
||||
:type: string
|
||||
:range:
|
||||
:default: ""
|
||||
:location: :bdg-success:`Launcher > Settings > Audio`
|
||||
|
||||
This setting can be changed in game using the Voice slider from the Audio panel of the Options menu.
|
||||
This setting specifies which HRTF profile to use when HRTF is enabled. Blank means use the default.
|
||||
This setting has no effect if HRTF is not enabled based on the hrtf enable setting.
|
||||
Allowed values for this field are enumerated in openmw.log file is an HRTF enabled audio system is installed.
|
||||
The default value is empty, which uses the default profile.
|
||||
|
||||
buffer cache min
|
||||
----------------
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 14
|
||||
.. omw-setting::
|
||||
:title: camera listener
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Audio`
|
||||
|
||||
This setting determines the minimum size of the sound buffer cache in megabytes.
|
||||
When the cache reaches the size specified by the buffer cache max setting,
|
||||
old buffers will be unloaded until it's using no more memory than specified by this setting.
|
||||
This setting must be less than or equal to the buffer cache max setting.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
buffer cache max
|
||||
----------------
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 16
|
||||
|
||||
This setting determines the maximum size of the sound buffer cache in megabytes. When the cache reaches this size,
|
||||
old buffers will be unloaded until it reaches the size specified by the buffer cache min setting.
|
||||
This setting must be greater than or equal to the buffer cache min setting.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
hrtf enable
|
||||
-----------
|
||||
|
||||
:Type: integer
|
||||
:Range: -1, 0, 1
|
||||
:Default: -1
|
||||
|
||||
This setting determines whether to enable head-related transfer function (HRTF) audio processing.
|
||||
HRTF audio processing creates the perception of sounds occurring in a three dimensional space when wearing headphones.
|
||||
Enabling HRTF may also require an OpenAL Soft version greater than 1.17.0,
|
||||
and possibly some operating system configuration.
|
||||
A value of 0 disables HRTF processing, while a value of 1 explicitly enables HRTF processing.
|
||||
The default value is -1, which should enable the feature automatically for most users when possible.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
hrtf
|
||||
----
|
||||
|
||||
:Type: string
|
||||
:Range:
|
||||
:Default: ""
|
||||
|
||||
This setting specifies which HRTF profile to use when HRTF is enabled. Blank means use the default.
|
||||
This setting has no effect if HRTF is not enabled based on the hrtf enable setting.
|
||||
Allowed values for this field are enumerated in openmw.log file is an HRTF enabled audio system is installed.
|
||||
The default value is empty, which uses the default profile.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
|
||||
camera listener
|
||||
---------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
When true, uses the camera position and direction for audio instead of the player position.
|
||||
This makes audio in third person sound relative to camera instead of the player.
|
||||
False is vanilla Morrowind behaviour.
|
||||
|
||||
This setting can be controlled in the Settings tab of the launcher.
|
||||
When true, uses the camera position and direction for audio instead of the player position.
|
||||
This makes audio in third person sound relative to camera instead of the player.
|
||||
False is vanilla Morrowind behaviour.
|
||||
|
|
|
@ -1,64 +1,58 @@
|
|||
Stereo Settings
|
||||
###############
|
||||
|
||||
stereo enabled
|
||||
--------------
|
||||
.. omw-setting::
|
||||
:title: stereo enabled
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Enable/disable stereo view. This setting is ignored in VR.
|
||||
|
||||
Enable/disable stereo view. This setting is ignored in VR.
|
||||
.. omw-setting::
|
||||
:title: multiview
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
multiview
|
||||
---------
|
||||
If enabled, OpenMW will use the :code:`GL_OVR_MultiView` and :code:`GL_OVR_MultiView2` extensions where possible.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
.. omw-setting::
|
||||
:title: shared shadow maps
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
If enabled, OpenMW will use the :code:`GL_OVR_MultiView` and :code:`GL_OVR_MultiView2` extensions where possible.
|
||||
Use one set of shadow maps for both eyes.
|
||||
Will likely be significantly faster than the brute-force approach of rendering a separate copy for each eye with no or imperceptible quality loss.
|
||||
|
||||
shared shadow maps
|
||||
------------------
|
||||
.. omw-setting::
|
||||
:title: allow display lists for multiview
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
If false, OpenMW-VR will disable display lists when using multiview. Necessary on some buggy drivers, but may incur a slight performance penalty.
|
||||
|
||||
Use one set of shadow maps for both eyes.
|
||||
Will likely be significantly faster than the brute-force approach of rendering a separate copy for each eye with no or imperceptible quality loss.
|
||||
.. omw-setting::
|
||||
:title: use custom view
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
allow display lists for multiview
|
||||
---------------------------------
|
||||
If false, the default OSG horizontal split will be used for stereo.
|
||||
If true, the config defined in the :ref:`[Stereo View]<Stereo View Settings>` settings category will be used.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
.. note::
|
||||
This option is ignored in VR, and exists primarily for debugging purposes
|
||||
|
||||
If false, OpenMW-VR will disable display lists when using multiview. Necessary on some buggy drivers, but may incur a slight performance penalty.
|
||||
.. omw-setting::
|
||||
:title: use custom eye resolution
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
use custom view
|
||||
---------------
|
||||
If true, overrides rendering resolution for each eye.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If false, the default OSG horizontal split will be used for stereo.
|
||||
If true, the config defined in the :ref:`[Stereo View]<Stereo View Settings>` settings category will be used.
|
||||
|
||||
.. note::
|
||||
This option is ignored in VR, and exists primarily for debugging purposes
|
||||
|
||||
use custom eye resolution
|
||||
-------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If true, overrides rendering resolution for each eye.
|
||||
|
||||
.. note::
|
||||
This option is ignored in VR, and exists primarily for debugging purposes
|
||||
.. note::
|
||||
This option is ignored in VR, and exists primarily for debugging purposes
|
||||
|
|
|
@ -1,218 +1,194 @@
|
|||
Stereo View Settings
|
||||
####################
|
||||
|
||||
eye resolution x
|
||||
----------------
|
||||
.. omw-setting::
|
||||
:title: eye resolution x
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 3128
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 3128
|
||||
The default values are based on an HP Reverb G2 HMD.
|
||||
|
||||
.. omw-setting::
|
||||
:title: eye resolution y
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 3060
|
||||
|
||||
The default values are based on an HP Reverb G2 HMD.
|
||||
The default values are based on an HP Reverb G2 HMD.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye offset x
|
||||
:type: float64
|
||||
:range: any
|
||||
:default: -2.35
|
||||
|
||||
eye resolution y
|
||||
----------------
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye offset y
|
||||
:type: float64
|
||||
:range: any
|
||||
:default: 0.0
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 3060
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye offset z
|
||||
:type: float64
|
||||
:range: any
|
||||
:default: 0.0
|
||||
|
||||
The default values are based on an HP Reverb G2 HMD.
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye orientation x
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 0.0
|
||||
|
||||
left eye offset x
|
||||
-----------------
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye orientation y
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 0.0
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: any
|
||||
:Default: -2.35
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye orientation z
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 0.0
|
||||
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye orientation w
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 1.0
|
||||
|
||||
left eye offset y
|
||||
-----------------
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye fov left
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: -0.86
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: any
|
||||
:Default: 0.0
|
||||
Left eye field of view, expressed in radians.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye fov right
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: 0.78
|
||||
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
Left eye field of view, expressed in radians.
|
||||
|
||||
.. omw-setting::
|
||||
:title: left eye fov up
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: 0.8
|
||||
|
||||
left eye offset z
|
||||
-----------------
|
||||
Left eye field of view, expressed in radians.
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: any
|
||||
:Default: 0.0
|
||||
.. omw-setting::
|
||||
:title: left eye fov down
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: -0.8
|
||||
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
Left eye field of view, expressed in radians.
|
||||
|
||||
left eye orientation x
|
||||
----------------------
|
||||
.. omw-setting::
|
||||
:title: right eye offset x
|
||||
:type: float64
|
||||
:range: any
|
||||
:default: 2.35
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 0.0
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
.. omw-setting::
|
||||
:title: right eye offset y
|
||||
:type: float64
|
||||
:range: any
|
||||
:default: 0.0
|
||||
|
||||
left eye orientation y
|
||||
----------------------
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 0.0
|
||||
.. omw-setting::
|
||||
:title: right eye offset z
|
||||
:type: float64
|
||||
:range: any
|
||||
:default: 0.0
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
left eye orientation z
|
||||
----------------------
|
||||
.. omw-setting::
|
||||
:title: right eye orientation x
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 0.0
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 0.0
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
.. omw-setting::
|
||||
:title: right eye orientation y
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 0.0
|
||||
|
||||
left eye orientation w
|
||||
----------------------
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 1.0
|
||||
.. omw-setting::
|
||||
:title: right eye orientation z
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 0.0
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
left eye fov left
|
||||
-----------------
|
||||
.. omw-setting::
|
||||
:title: right eye orientation w
|
||||
:type: float64
|
||||
:range: -1.0 to 1.0
|
||||
:default: 1.0
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: -0.86
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
Left eye field of view, expressed in radians.
|
||||
.. omw-setting::
|
||||
:title: right eye fov left
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: -0.78
|
||||
|
||||
left eye fov right
|
||||
------------------
|
||||
Left eye field of view.
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: 0.78
|
||||
.. omw-setting::
|
||||
:title: right eye fov right
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: 0.86
|
||||
|
||||
Left eye field of view, expressed in radians.
|
||||
Left eye field of view.
|
||||
|
||||
left eye fov up
|
||||
---------------
|
||||
.. omw-setting::
|
||||
:title: right eye fov up
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: 0.8
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: 0.8
|
||||
Left eye field of view.
|
||||
|
||||
Left eye field of view, expressed in radians.
|
||||
.. omw-setting::
|
||||
:title: right eye fov down
|
||||
:type: float64
|
||||
:range: -π to π
|
||||
:default: -0.8
|
||||
|
||||
left eye fov down
|
||||
-----------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: -0.8
|
||||
|
||||
Left eye field of view, expressed in radians.
|
||||
|
||||
right eye offset x
|
||||
------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: any
|
||||
:Default: 2.35
|
||||
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
right eye offset y
|
||||
------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: any
|
||||
:Default: 0.0
|
||||
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
right eye offset z
|
||||
------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: any
|
||||
:Default: 0.0
|
||||
|
||||
Left eye offset from center, expressed in MW units (1 meter = ~70).
|
||||
|
||||
right eye orientation x
|
||||
-----------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 0.0
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
right eye orientation y
|
||||
-----------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 0.0
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
right eye orientation z
|
||||
-----------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 0.0
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
right eye orientation w
|
||||
-----------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -1.0 to 1.0
|
||||
:Default: 1.0
|
||||
|
||||
Left eye orientation, expressed as a quaternion.
|
||||
|
||||
right eye fov left
|
||||
------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: -0.78
|
||||
|
||||
Left eye field of view.
|
||||
|
||||
right eye fov right
|
||||
-------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: 0.86
|
||||
|
||||
Left eye field of view.
|
||||
|
||||
right eye fov up
|
||||
----------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: 0.8
|
||||
|
||||
Left eye field of view.
|
||||
|
||||
right eye fov down
|
||||
------------------
|
||||
|
||||
:Type: double precision floating point
|
||||
:Range: -π to π
|
||||
:Default: -0.8
|
||||
|
||||
Left eye field of view.
|
||||
Left eye field of view.
|
||||
|
|
|
@ -1,220 +1,215 @@
|
|||
Terrain Settings
|
||||
################
|
||||
|
||||
distant terrain
|
||||
---------------
|
||||
.. omw-setting::
|
||||
:title: distant terrain
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Terrain`
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
Controls whether the engine will use paging (chunking) and LOD algorithms to load the terrain of the entire world at all times.
|
||||
Otherwise, only the terrain of the surrounding cells is loaded.
|
||||
|
||||
Controls whether the engine will use paging (chunking) and LOD algorithms to load the terrain of the entire world at all times.
|
||||
Otherwise, only the terrain of the surrounding cells is loaded.
|
||||
.. note::
|
||||
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
|
||||
that you can actually see the additional terrain and objects.
|
||||
|
||||
.. note::
|
||||
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
|
||||
that you can actually see the additional terrain and objects.
|
||||
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
|
||||
regardless of the preloading settings in the 'Cells' section,
|
||||
but the preloading of terrain behind a door or a travel destination, for example,
|
||||
will still be controlled by cell preloading settings.
|
||||
|
||||
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
|
||||
regardless of the preloading settings in the 'Cells' section,
|
||||
but the preloading of terrain behind a door or a travel destination, for example,
|
||||
will still be controlled by cell preloading settings.
|
||||
.. omw-setting::
|
||||
:title: vertex lod mod
|
||||
:type: int
|
||||
:range: any
|
||||
:default: 0
|
||||
|
||||
The distant terrain engine is currently considered experimental and may receive updates in the future.
|
||||
Controls only the Vertex LOD of the terrain. The amount of terrain chunks and the detail of composite maps is left unchanged.
|
||||
|
||||
vertex lod mod
|
||||
--------------
|
||||
Must be changed in increments of 1. Each increment will double (for positive values) or halve (for negative values) the number of vertices rendered.
|
||||
For example: -2 means 4x reduced detail, +3 means 8x increased detail.
|
||||
|
||||
:Type: integer
|
||||
:Range: any
|
||||
:Default: 0
|
||||
Note this setting will typically not affect near terrain. When set to increase detail, the detail of near terrain can not be increased
|
||||
because the detail is simply not there in the data files, and when set to reduce detail,
|
||||
the detail of near terrain will not be reduced because it was already less detailed than the far terrain (in view relative terms) to begin with.
|
||||
|
||||
Controls only the Vertex LOD of the terrain. The amount of terrain chunks and the detail of composite maps is left unchanged.
|
||||
.. omw-setting::
|
||||
:title: lod factor
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 1.0
|
||||
|
||||
Must be changed in increments of 1. Each increment will double (for positive values) or halve (for negative values) the number of vertices rendered.
|
||||
For example: -2 means 4x reduced detail, +3 means 8x increased detail.
|
||||
Controls the level of detail if distant terrain is enabled.
|
||||
Higher values increase detail at the cost of performance, lower values reduce detail but increase performance.
|
||||
|
||||
Note this setting will typically not affect near terrain. When set to increase detail, the detail of near terrain can not be increased
|
||||
because the detail is simply not there in the data files, and when set to reduce detail,
|
||||
the detail of near terrain will not be reduced because it was already less detailed than the far terrain (in view relative terms) to begin with.
|
||||
Note: it also changes how the Quad Tree is split.
|
||||
Increasing detail with this setting results in the visible terrain being divided into more chunks,
|
||||
where as reducing detail with this setting would reduce the number of chunks.
|
||||
|
||||
lod factor
|
||||
----------
|
||||
Fewer terrain chunks is faster for rendering, but on the other hand a larger proportion of the entire terrain
|
||||
must be rebuilt when LOD levels change as the camera moves.
|
||||
This could result in frame drops if moving across the map at high speed.
|
||||
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 1.0
|
||||
For this reason, it is not recommended to change this setting if you want to change the LOD.
|
||||
If you want to do that, first try using the 'vertex lod mod' setting to configure the detail of the terrain outlines
|
||||
to your liking and then use 'composite map resolution' to configure the texture detail to your liking.
|
||||
But these settings can only be changed in multiples of two, so you may want to adjust 'lod factor' afterwards for even more fine-tuning.
|
||||
|
||||
Controls the level of detail if distant terrain is enabled.
|
||||
Higher values increase detail at the cost of performance, lower values reduce detail but increase performance.
|
||||
.. omw-setting::
|
||||
:title: composite map level
|
||||
:type: int
|
||||
:range: ≥ -3
|
||||
:default: 0
|
||||
|
||||
Note: it also changes how the Quad Tree is split.
|
||||
Increasing detail with this setting results in the visible terrain being divided into more chunks,
|
||||
where as reducing detail with this setting would reduce the number of chunks.
|
||||
Controls at which minimum size (in 2^value cell units) terrain chunks will start to use a composite map instead of the high-detail textures.
|
||||
With value -3 composite maps are used everywhere.
|
||||
|
||||
Fewer terrain chunks is faster for rendering, but on the other hand a larger proportion of the entire terrain
|
||||
must be rebuilt when LOD levels change as the camera moves.
|
||||
This could result in frame drops if moving across the map at high speed.
|
||||
A composite map is a pre-rendered texture that contains all the texture layers combined.
|
||||
Note that resolution of composite maps is currently always fixed at 'composite map resolution',
|
||||
regardless of the resolution of the underlying terrain textures.
|
||||
If high resolution texture replacers are used, it is recommended to increase 'composite map resolution' setting value.
|
||||
|
||||
For this reason, it is not recommended to change this setting if you want to change the LOD.
|
||||
If you want to do that, first try using the 'vertex lod mod' setting to configure the detail of the terrain outlines
|
||||
to your liking and then use 'composite map resolution' to configure the texture detail to your liking.
|
||||
But these settings can only be changed in multiples of two, so you may want to adjust 'lod factor' afterwards for even more fine-tuning.
|
||||
.. omw-setting::
|
||||
:title: composite map resolution
|
||||
:type: int
|
||||
:range: >0
|
||||
:default: 512
|
||||
|
||||
composite map level
|
||||
-------------------
|
||||
Controls the resolution of composite maps. Larger values result in increased detail,
|
||||
but may take longer to prepare and thus could result in longer loading times and an increased chance of frame drops during play.
|
||||
As with most other texture resolution settings, it's most efficient to use values that are powers of two.
|
||||
|
||||
:Type: integer
|
||||
:Range: >= -3
|
||||
:Default: 0
|
||||
An easy way to observe changes to loading time is to load a save in an interior next to an exterior door
|
||||
(so it will start preloding terrain) and watch how long it takes for the 'Composite' counter on the F4 panel to fall to zero.
|
||||
|
||||
Controls at which minimum size (in 2^value cell units) terrain chunks will start to use a composite map instead of the high-detail textures.
|
||||
With value -3 composite maps are used everywhere.
|
||||
.. omw-setting::
|
||||
:title: max composite geometry size
|
||||
:type: float32
|
||||
:range: ≥1.0
|
||||
:default: 4.0
|
||||
|
||||
A composite map is a pre-rendered texture that contains all the texture layers combined.
|
||||
Note that resolution of composite maps is currently always fixed at 'composite map resolution',
|
||||
regardless of the resolution of the underlying terrain textures.
|
||||
If high resolution texture replacers are used, it is recommended to increase 'composite map resolution' setting value.
|
||||
Controls the maximum size of simple composite geometry chunk in cell units. With small values there will more draw calls and small textures,
|
||||
but higher values create more overdraw (not every texture layer is used everywhere).
|
||||
|
||||
composite map resolution
|
||||
------------------------
|
||||
.. omw-setting::
|
||||
:title: debug chunks
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
|
||||
:Type: integer
|
||||
:Range: >0
|
||||
:Default: 512
|
||||
This debug setting allows you to see the borders of each chunks of the world by drawing lines around them (as with toggleborder).
|
||||
If object paging is set to true then this debug setting will allows you to see what objects have been merged in the scene
|
||||
by making them colored randomly.
|
||||
|
||||
Controls the resolution of composite maps. Larger values result in increased detail,
|
||||
but may take longer to prepare and thus could result in longer loading times and an increased chance of frame drops during play.
|
||||
As with most other texture resolution settings, it's most efficient to use values that are powers of two.
|
||||
.. omw-setting::
|
||||
:title: object paging
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
An easy way to observe changes to loading time is to load a save in an interior next to an exterior door
|
||||
(so it will start preloding terrain) and watch how long it takes for the 'Composite' counter on the F4 panel to fall to zero.
|
||||
Controls whether the engine will use paging (chunking) algorithms to load non-terrain objects
|
||||
outside of the active cell grid.
|
||||
|
||||
max composite geometry size
|
||||
---------------------------
|
||||
Depending on the settings below every object in the game world has a chance
|
||||
to be batched and be visible in the game world, effectively allowing
|
||||
the engine to render distant objects with a relatively low performance impact automatically.
|
||||
|
||||
:Type: float
|
||||
:Range: >=1.0
|
||||
:Default: 4.0
|
||||
In general, an object is more likely to be batched if the number of the object's vertices
|
||||
and the corresponding memory cost of merging the object is low compared to
|
||||
the expected number of the draw calls that are going to be optimized out.
|
||||
This memory cost and the saved number of draw calls shall be called
|
||||
the "merging cost" and the "merging benefit" in the following documentation.
|
||||
|
||||
Controls the maximum size of simple composite geometry chunk in cell units. With small values there will more draw calls and small textures,
|
||||
but higher values create more overdraw (not every texture layer is used everywhere).
|
||||
Objects that are scripted to disappear from the game world
|
||||
will be handled properly as long as their scripts have a chance to actually disable them.
|
||||
|
||||
debug chunks
|
||||
------------
|
||||
This setting has no effect if distant terrain is disabled.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
.. omw-setting::
|
||||
:title: object paging active grid
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Terrain`
|
||||
|
||||
This debug setting allows you to see the borders of each chunks of the world by drawing lines around them (as with toggleborder).
|
||||
If object paging is set to true then this debug setting will allows you to see what objects have been merged in the scene
|
||||
by making them colored randomly.
|
||||
Controls whether the objects in the active cells use the mentioned paging algorithms.
|
||||
Active grid paging significantly improves the framerate when your setup is CPU-limited.
|
||||
|
||||
.. note::
|
||||
There is a limit of light sources which may affect a rendering shape at the moment.
|
||||
If this limit is too small, lighting issues arising due to merged objects
|
||||
being considered a single object, and they may disrupt your gameplay experience.
|
||||
Consider increasing the 'max lights' setting value in the 'Shaders' section to avoid this issue.
|
||||
With the Legacy lighting mode this limit can not be increased (only 8 sources can be used).
|
||||
|
||||
object paging
|
||||
-------------
|
||||
.. omw-setting::
|
||||
:title: object paging merge factor
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 250.0
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Affects the likelihood of more complex objects to get paged.
|
||||
Higher values improve visual fidelity at the cost of performance and RAM.
|
||||
|
||||
Controls whether the engine will use paging (chunking) algorithms to load non-terrain objects
|
||||
outside of the active cell grid.
|
||||
Technically this factor is a multiplier of merging benefit and affects the decision
|
||||
whether displaying the object is cheap enough to justify the sacrifices.
|
||||
|
||||
Depending on the settings below every object in the game world has a chance
|
||||
to be batched and be visible in the game world, effectively allowing
|
||||
the engine to render distant objects with a relatively low performance impact automatically.
|
||||
.. omw-setting::
|
||||
:title: object paging min size
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 0.01
|
||||
:location: :bdg-success:`Launcher > Settings > Visuals > Terrain`
|
||||
|
||||
In general, an object is more likely to be batched if the number of the object's vertices
|
||||
and the corresponding memory cost of merging the object is low compared to
|
||||
the expected number of the draw calls that are going to be optimized out.
|
||||
This memory cost and the saved number of draw calls shall be called
|
||||
the "merging cost" and the "merging benefit" in the following documentation.
|
||||
Controls how large an object must be to be visible in the scene.
|
||||
The object's size is divided by its distance to the camera
|
||||
and the result of the division is compared with this value.
|
||||
The smaller this value is, the more objects you will see in the scene.
|
||||
|
||||
Objects that are scripted to disappear from the game world
|
||||
will be handled properly as long as their scripts have a chance to actually disable them.
|
||||
.. omw-setting::
|
||||
:title: object paging min size merge factor
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 0.3
|
||||
|
||||
This setting has no effect if distant terrain is disabled.
|
||||
This setting gives inexpensive objects a chance to be rendered from a greater distance
|
||||
even if the engine would rather discard them according to the previous setting.
|
||||
|
||||
object paging active grid
|
||||
-------------------------
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
It controls the factor that the minimum size is multiplied by
|
||||
roughly according to the following formula:
|
||||
|
||||
Controls whether the objects in the active cells use the mentioned paging algorithms.
|
||||
Active grid paging significantly improves the framerate when your setup is CPU-limited.
|
||||
.. math::
|
||||
|
||||
.. note::
|
||||
There is a limit of light sources which may affect a rendering shape at the moment.
|
||||
If this limit is too small, lighting issues arising due to merged objects
|
||||
being considered a single object, and they may disrupt your gameplay experience.
|
||||
Consider increasing the 'max lights' setting value in the 'Shaders' section to avoid this issue.
|
||||
With the Legacy lighting mode this limit can not be increased (only 8 sources can be used).
|
||||
\begin{aligned}
|
||||
\text{factor} &= \text{merge cost} \cdot \frac{\text{min size cost multiplier}}{\text{merge benefit}} \\
|
||||
\text{factor} &= \text{factor} + (1 - \text{factor}) \cdot \text{min size merge factor}
|
||||
\end{aligned}
|
||||
|
||||
object paging merge factor
|
||||
--------------------------
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 250.0
|
||||
Since the larger this factor is, the smaller chance a large object has to be rendered,
|
||||
decreasing this value makes more objects visible in the scene
|
||||
without impacting the performance as dramatically as the minimum size setting.
|
||||
|
||||
Affects the likelihood of more complex objects to get paged.
|
||||
Higher values improve visual fidelity at the cost of performance and RAM.
|
||||
.. omw-setting::
|
||||
:title: object paging min size cost multiplier
|
||||
:type: float32
|
||||
:range: >0
|
||||
:default: 25.0
|
||||
|
||||
Technically this factor is a multiplier of merging benefit and affects the decision
|
||||
whether displaying the object is cheap enough to justify the sacrifices.
|
||||
This setting adjusts the calculated cost of merging an object used in the mentioned functionality.
|
||||
The larger this value is, the less expensive objects can be before they are discarded.
|
||||
See the formula above to figure out the math.
|
||||
|
||||
object paging min size
|
||||
----------------------
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 0.01
|
||||
.. omw-setting::
|
||||
:title: water culling
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
Controls how large an object must be to be visible in the scene.
|
||||
The object's size is divided by its distance to the camera
|
||||
and the result of the division is compared with this value.
|
||||
The smaller this value is, the more objects you will see in the scene.
|
||||
Controls whether water culling is used.
|
||||
|
||||
object paging min size merge factor
|
||||
-----------------------------------
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 0.3
|
||||
Water culling is an optimisation that prevents the expensive rendering of water when it is
|
||||
evaluated to be below any visible terrain chunk, potentially improving performance in many scenes.
|
||||
|
||||
This setting gives inexpensive objects a chance to be rendered from a greater distance
|
||||
even if the engine would rather discard them according to the previous setting.
|
||||
|
||||
It controls the factor that the minimum size is multiplied by
|
||||
roughly according to the following formula:
|
||||
|
||||
factor = merge cost * min size cost multiplier / merge benefit
|
||||
|
||||
factor = factor + (1 - factor) * min size merge factor
|
||||
|
||||
Since the larger this factor is, the smaller chance a large object has to be rendered,
|
||||
decreasing this value makes more objects visible in the scene
|
||||
without impacting the performance as dramatically as the minimum size setting.
|
||||
|
||||
object paging min size cost multiplier
|
||||
--------------------------------------
|
||||
:Type: float
|
||||
:Range: >0
|
||||
:Default: 25.0
|
||||
|
||||
This setting adjusts the calculated cost of merging an object used in the mentioned functionality.
|
||||
The larger this value is, the less expensive objects can be before they are discarded.
|
||||
See the formula above to figure out the math.
|
||||
|
||||
water culling
|
||||
-------------
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Controls whether water culling is used.
|
||||
|
||||
Water culling is an optimisation that prevents the expensive rendering of water when it is
|
||||
evaluated to be below any visible terrain chunk, potentially improving performance in many scenes.
|
||||
|
||||
You may want to opt out of it if it causes framerate instability or inappropriately invisible water on your setup.
|
||||
You may want to opt out of it if it causes framerate instability or inappropriately invisible water on your setup.
|
||||
|
|
|
@ -1,196 +1,174 @@
|
|||
Video Settings
|
||||
##############
|
||||
|
||||
resolution x
|
||||
------------
|
||||
.. omw-setting::
|
||||
:title: resolution x
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 800
|
||||
:location: :bdg-success:`Launcher > Display` :bdg-info:`In Game > Options > Video`
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 800
|
||||
This setting determines the horizontal resolution of the OpenMW game window.
|
||||
Larger values produce more detailed images within the constraints of your graphics hardware,
|
||||
but may reduce the frame rate.
|
||||
|
||||
This setting determines the horizontal resolution of the OpenMW game window.
|
||||
Larger values produce more detailed images within the constraints of your graphics hardware,
|
||||
but may reduce the frame rate.
|
||||
.. omw-setting::
|
||||
:title: resolution y
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 600
|
||||
:location: :bdg-success:`Launcher > Display` :bdg-info:`In Game > Options > Video`
|
||||
|
||||
The window resolution can be selected from a menu of common screen sizes
|
||||
in the Video tab of the Video Panel of the Options menu, or in the Display tab of the launcher.
|
||||
The horizontal resolution can also be set to a custom value in the Display tab of the launcher.
|
||||
This setting determines the vertical resolution of the OpenMW game window.
|
||||
Larger values produce more detailed images within the constraints of your graphics hardware,
|
||||
but may reduce the frame rate.
|
||||
|
||||
resolution y
|
||||
------------
|
||||
.. omw-setting::
|
||||
:title: window mode
|
||||
:type: int
|
||||
:range: 0, 1, 2
|
||||
:default: 2
|
||||
:location: :bdg-success:`Launcher > Display` :bdg-info:`In Game > Options > Video`
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 600
|
||||
This setting determines the window mode.
|
||||
|
||||
This setting determines the vertical resolution of the OpenMW game window.
|
||||
Larger values produce more detailed images within the constraints of your graphics hardware,
|
||||
but may reduce the frame rate.
|
||||
.. list-table::
|
||||
:header-rows: 1
|
||||
|
||||
The window resolution can be selected from a menu of common screen sizes
|
||||
in the Video tab of the Video Panel of the Options menu, or in the Display tab of the launcher.
|
||||
The vertical resolution can also be set to a custom value in the Display tab of the launcher.
|
||||
* - Mode
|
||||
- Meaning
|
||||
* - 0
|
||||
- Exclusive fullscreen
|
||||
* - 1
|
||||
- Windowed fullscreen, borderless window that matches screen resolution
|
||||
* - 2
|
||||
- Windowed
|
||||
|
||||
window mode
|
||||
-----------
|
||||
.. omw-setting::
|
||||
:title: screen
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 0
|
||||
:location: :bdg-success:`Launcher > Display`
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1, 2
|
||||
:Default: 2 (Windowed)
|
||||
This setting determines which screen the game will open on in multi-monitor configurations.
|
||||
This setting is particularly important when the fullscreen setting is true,
|
||||
since this is the only way to control which screen is used,
|
||||
but it can also be used to control which screen a normal window or a borderless window opens on as well.
|
||||
The screens are numbered in increasing order, beginning with 0.
|
||||
|
||||
This setting determines the window mode.
|
||||
.. omw-setting::
|
||||
:title: minimize on focus loss
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
|
||||
0: Exclusive fullscreen
|
||||
Minimize the OpenMW window if it loses cursor focus. This setting is primarily useful for single screen configurations,
|
||||
so that the OpenMW screen in full screen mode can be minimized
|
||||
when the operating system regains control of the mouse and keyboard.
|
||||
On multiple screen configurations, disabling this option makes it easier to switch between screens while playing OpenMW.
|
||||
|
||||
1: Windowed fullscreen, borderless window that matches screen resolution
|
||||
.. note::
|
||||
A minimized game window consumes less system resources and produces less heat,
|
||||
since the game does not need to render in minimized state.
|
||||
It is therefore advisable to minimize the game during pauses
|
||||
(either via use of this setting, or by minimizing the window manually).
|
||||
|
||||
2: Windowed
|
||||
This setting has no effect if the fullscreen setting is false.
|
||||
|
||||
.. note::
|
||||
|
||||
Corresponds to SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS.
|
||||
|
||||
.. omw-setting::
|
||||
:title: window border
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-success:`Launcher > Display` :bdg-info:`In Game > Options > Video`
|
||||
|
||||
This setting determines whether there's an operating system border drawn around the OpenMW window.
|
||||
If this setting is true, the window can be moved and resized with the operating system window controls.
|
||||
If this setting is false, the window has no operating system border.
|
||||
|
||||
This setting has no effect if the fullscreen setting is true.
|
||||
|
||||
.. omw-setting::
|
||||
:title: antialiasing
|
||||
:type: int
|
||||
:range: ≥ 0
|
||||
:default: 0
|
||||
:location: :bdg-success:`Launcher > Display`
|
||||
|
||||
This setting controls anti-aliasing. Anti-aliasing is a technique designed to improve the appearance of polygon edges,
|
||||
so they do not appear to be "jagged".
|
||||
Anti-aliasing can smooth these edges at the cost of a minor reduction in the frame rate.
|
||||
A value of 0 disables anti-aliasing.
|
||||
Other values are supported according to the capabilities of your graphics hardware.
|
||||
Higher values do a better job of smoothing out the image but have a greater impact on frame rate.
|
||||
|
||||
.. omw-setting::
|
||||
:title: vsync mode
|
||||
:type: int
|
||||
:range: 0, 1, 2
|
||||
:default: 0
|
||||
:location: :bdg-success:`Launcher > Display` :bdg-info:`In Game > Options > Video`
|
||||
|
||||
This setting determines whether frame draws are synchronized with the vertical refresh rate of your monitor.
|
||||
Enabling this setting can reduce screen tearing,
|
||||
a visual defect caused by updating the image buffer in the middle of a screen draw.
|
||||
Enabling this option (1 or 2) typically implies limiting the framerate to the refresh rate of your monitor,
|
||||
but may also introduce additional delays caused by having to wait until the appropriate time
|
||||
(the vertical blanking interval) to draw a frame, and a loss in mouse responsiveness known as 'input lag'.
|
||||
Mode 2 of this option corresponds to the use of adaptive vsync. Adaptive vsync is turned off if the framerate
|
||||
cannot reach your display's refresh rate. This prevents the input lag from becoming unbearable but may lead to tearing.
|
||||
Some hardware might not support this mode, in which case traditional vsync will be used.
|
||||
|
||||
|
||||
This setting can be toggled in game using the dropdown list in the Video tab of the Video panel in the Options menu.
|
||||
It can also be toggled with the window mode dropdown in the Display tab of the launcher.
|
||||
.. omw-setting::
|
||||
:title: framerate limit
|
||||
:type: float32
|
||||
:range: ≥ 0.0
|
||||
:default: 300
|
||||
|
||||
screen
|
||||
------
|
||||
This setting determines the maximum frame rate in frames per second.
|
||||
If this setting is 0.0, the frame rate is unlimited.
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 0
|
||||
There are several reasons to consider capping your frame rate,
|
||||
especially if you're already experiencing a relatively high frame rate (greater than 60 frames per second).
|
||||
Lower frame rates will consume less power and generate less heat and noise.
|
||||
Frame rates above 60 frames per second rarely produce perceptible improvements in visual quality,
|
||||
but may improve input responsiveness.
|
||||
Capping the frame rate may in some situations reduce the perception of choppiness
|
||||
(highly variable frame rates during game play) by lowering the peak frame rates.
|
||||
|
||||
This setting determines which screen the game will open on in multi-monitor configurations.
|
||||
This setting is particularly important when the fullscreen setting is true,
|
||||
since this is the only way to control which screen is used,
|
||||
but it can also be used to control which screen a normal window or a borderless window opens on as well.
|
||||
The screens are numbered in increasing order, beginning with 0.
|
||||
This setting interacts with the vsync setting in the Video section
|
||||
in the sense that enabling vertical sync limits the frame rate to the refresh rate of your monitor
|
||||
(often 60 frames per second).
|
||||
Choosing to limit the frame rate using this setting instead of vsync may reduce input lag
|
||||
due to the game not having to wait for the vertical blanking interval.
|
||||
|
||||
This setting can be selected from a pull down menu in the Display tab of the OpenMW Launcher,
|
||||
but cannot be changed during game play.
|
||||
|
||||
minimize on focus loss
|
||||
----------------------
|
||||
.. omw-setting::
|
||||
:title: contrast
|
||||
:type: float32
|
||||
:range: > 0.0
|
||||
:default: 1.0
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
This setting controls the contrast correction for all video in the game.
|
||||
It has been reported to not work on some Linux systems.
|
||||
|
||||
Minimize the OpenMW window if it loses cursor focus. This setting is primarily useful for single screen configurations,
|
||||
so that the OpenMW screen in full screen mode can be minimized
|
||||
when the operating system regains control of the mouse and keyboard.
|
||||
On multiple screen configurations, disabling this option makes it easier to switch between screens while playing OpenMW.
|
||||
|
||||
.. Note::
|
||||
A minimized game window consumes less system resources and produces less heat,
|
||||
since the game does not need to render in minimized state.
|
||||
It is therefore advisable to minimize the game during pauses
|
||||
(either via use of this setting, or by minimizing the window manually).
|
||||
.. omw-setting::
|
||||
:title: gamma
|
||||
:type: float32
|
||||
:range: > 0.0
|
||||
:default: 1.0
|
||||
:location: :bdg-success:`Launcher > Display` :bdg-info:`In Game > Options > Video > Detail Level`
|
||||
|
||||
This setting has no effect if the fullscreen setting is false.
|
||||
This setting controls the gamma correction for all video in the game.
|
||||
Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
|
||||
|
||||
Developer note: corresponds to SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS.
|
||||
.. warning::
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
window border
|
||||
-------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
This setting determines whether there's an operating system border drawn around the OpenMW window.
|
||||
If this setting is true, the window can be moved and resized with the operating system window controls.
|
||||
If this setting is false, the window has no operating system border.
|
||||
|
||||
This setting has no effect if the fullscreen setting is true.
|
||||
|
||||
This setting can be toggled in game using the Window Border button
|
||||
in the Video tab of the Video panel in the Options menu.
|
||||
It can also be toggled with the Window Border check box in the OpenMW Launcher.
|
||||
|
||||
antialiasing
|
||||
------------
|
||||
|
||||
:Type: integer
|
||||
:Range: >= 0
|
||||
:Default: 0
|
||||
|
||||
This setting controls anti-aliasing. Anti-aliasing is a technique designed to improve the appearance of polygon edges,
|
||||
so they do not appear to be "jagged".
|
||||
Anti-aliasing can smooth these edges at the cost of a minor reduction in the frame rate.
|
||||
A value of 0 disables anti-aliasing.
|
||||
Other values are supported according to the capabilities of your graphics hardware.
|
||||
Higher values do a better job of smoothing out the image but have a greater impact on frame rate.
|
||||
|
||||
This setting can be configured from a list of valid choices in the Graphics panel of the OpenMW Launcher,
|
||||
but cannot be changed during game play
|
||||
due to a technical limitation that may be addressed in a future version of OpenMW.
|
||||
|
||||
vsync mode
|
||||
----------
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1, 2
|
||||
:Default: 0
|
||||
|
||||
This setting determines whether frame draws are synchronized with the vertical refresh rate of your monitor.
|
||||
Enabling this setting can reduce screen tearing,
|
||||
a visual defect caused by updating the image buffer in the middle of a screen draw.
|
||||
Enabling this option (1 or 2) typically implies limiting the framerate to the refresh rate of your monitor,
|
||||
but may also introduce additional delays caused by having to wait until the appropriate time
|
||||
(the vertical blanking interval) to draw a frame, and a loss in mouse responsiveness known as 'input lag'.
|
||||
Mode 2 of this option corresponds to the use of adaptive vsync. Adaptive vsync is turned off if the framerate
|
||||
cannot reach your display's refresh rate. This prevents the input lag from becoming unbearable but may lead to tearing.
|
||||
Some hardware might not support this mode, in which case traditional vsync will be used.
|
||||
|
||||
This setting can be adjusted in game using the VSync combo box in the Video tab of the Video panel in the Options menu.
|
||||
It can also be changed by toggling the Vertical Sync combo box in the Display tab of the launcher.
|
||||
|
||||
framerate limit
|
||||
---------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: >= 0.0
|
||||
:Default: 300
|
||||
|
||||
This setting determines the maximum frame rate in frames per second.
|
||||
If this setting is 0.0, the frame rate is unlimited.
|
||||
|
||||
There are several reasons to consider capping your frame rate,
|
||||
especially if you're already experiencing a relatively high frame rate (greater than 60 frames per second).
|
||||
Lower frame rates will consume less power and generate less heat and noise.
|
||||
Frame rates above 60 frames per second rarely produce perceptible improvements in visual quality,
|
||||
but may improve input responsiveness.
|
||||
Capping the frame rate may in some situations reduce the perception of choppiness
|
||||
(highly variable frame rates during game play) by lowering the peak frame rates.
|
||||
|
||||
This setting interacts with the vsync setting in the Video section
|
||||
in the sense that enabling vertical sync limits the frame rate to the refresh rate of your monitor
|
||||
(often 60 frames per second).
|
||||
Choosing to limit the frame rate using this setting instead of vsync may reduce input lag
|
||||
due to the game not having to wait for the vertical blanking interval.
|
||||
|
||||
contrast
|
||||
--------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0.0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the contrast correction for all video in the game.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
It has been reported to not work on some Linux systems.
|
||||
|
||||
gamma
|
||||
-----
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0.0
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the gamma correction for all video in the game.
|
||||
Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
|
||||
|
||||
This setting can be changed in the Detail tab of the Video panel of the Options menu.
|
||||
It has been reported to not work on some Linux systems,
|
||||
and therefore the in-game setting in the Options menu has been disabled on Linux systems.
|
||||
This setting is only supported on Windows platform. The setting will not be displayed in the in-game menu if not available.
|
||||
|
|
|
@ -2,159 +2,161 @@ Water Settings
|
|||
##############
|
||||
|
||||
.. note::
|
||||
The settings for the water shader are difficult to describe,
|
||||
but can be seen immediately in the Water tab of the Video panel in the Options menu.
|
||||
Changes there will be saved to these settings.
|
||||
It is suggested to stand on the shore of a moderately broad body of water with trees or other objects
|
||||
on the far shore to test reflection textures,
|
||||
underwater plants in shallow water near by to test refraction textures,
|
||||
and some deep water visible from your location to test deep water visibility.
|
||||
The settings for the water shader are difficult to describe,
|
||||
but can be seen immediately in the Water tab of the Video panel in the Options menu.
|
||||
Changes there will be saved to these settings.
|
||||
It is suggested to stand on the shore of a moderately broad body of water with trees or other objects
|
||||
on the far shore to test reflection textures,
|
||||
underwater plants in shallow water near by to test refraction textures,
|
||||
and some deep water visible from your location to test deep water visibility.
|
||||
|
||||
shader
|
||||
------
|
||||
.. omw-setting::
|
||||
:title: shader
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
This setting enables or disables the water shader, which results in much more realistic looking water surfaces,
|
||||
including reflected objects and a more detailed wavy surface.
|
||||
|
||||
This setting enables or disables the water shader, which results in much more realistic looking water surfaces,
|
||||
including reflected objects and a more detailed wavy surface.
|
||||
.. omw-setting::
|
||||
:title: rtt size
|
||||
:type: int
|
||||
:range: > 0
|
||||
:default: 512
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
This setting can be toggled with the Shader button in the Water tab of the Video panel of the Options menu.
|
||||
The setting determines the size of the texture used for reflection and refraction (if enabled).
|
||||
For reflection, the texture size determines the detail of reflected images on the surface of the water.
|
||||
For refraction, the texture size determines the detail of the objects on the other side of the plane of water
|
||||
(which have a wavy appearance caused by the refraction).
|
||||
RTT is an acronym for Render To Texture which allows rendering of the scene to be saved as a texture.
|
||||
Higher values produces better visuals and result in a marginally lower frame rate depending on your graphics hardware.
|
||||
|
||||
rtt size
|
||||
--------
|
||||
This setting has no effect if the shader setting is false.
|
||||
In the Water tab of the Video panel of the Options menu, the choices are Low (512), Medium (1024) and High (2048).
|
||||
It is recommended to use values that are a power of two because this results in more efficient use of video hardware.
|
||||
|
||||
:Type: integer
|
||||
:Range: > 0
|
||||
:Default: 512
|
||||
.. omw-setting::
|
||||
:title: refraction
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
The setting determines the size of the texture used for reflection and refraction (if enabled).
|
||||
For reflection, the texture size determines the detail of reflected images on the surface of the water.
|
||||
For refraction, the texture size determines the detail of the objects on the other side of the plane of water
|
||||
(which have a wavy appearance caused by the refraction).
|
||||
RTT is an acronym for Render To Texture which allows rendering of the scene to be saved as a texture.
|
||||
Higher values produces better visuals and result in a marginally lower frame rate depending on your graphics hardware.
|
||||
This setting enables the refraction rendering feature of the water shader.
|
||||
Refraction causes deep water to be more opaque
|
||||
and objects seen through the plane of the water to have a wavy appearance.
|
||||
Enabling this feature results in better visuals, and a marginally lower frame rate depending on your graphics hardware.
|
||||
|
||||
In the Water tab of the Video panel of the Options menu, the choices are Low (512), Medium (1024) and High (2048).
|
||||
This setting has no effect if the shader setting is false.
|
||||
It is recommended to use values that are a power of two because this results in more efficient use of video hardware.
|
||||
This setting has no effect if the shader setting is false.
|
||||
|
||||
This setting has no effect if the shader setting is false.
|
||||
.. omw-setting::
|
||||
:title: sunlight scattering
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
refraction
|
||||
----------
|
||||
This setting enables sunlight scattering.
|
||||
This makes incident sunlight seemingly spread through water, simulating the optical property.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
This setting has no effect if refraction is turned off.
|
||||
|
||||
This setting enables the refraction rendering feature of the water shader.
|
||||
Refraction causes deep water to be more opaque
|
||||
and objects seen through the plane of the water to have a wavy appearance.
|
||||
Enabling this feature results in better visuals, and a marginally lower frame rate depending on your graphics hardware.
|
||||
.. omw-setting::
|
||||
:title: wobbly shores
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: true
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
This setting has no effect if the shader setting is false.
|
||||
This setting makes shores wobbly.
|
||||
The water surface will smoothly fade into the shoreline and wobble based on water normal-mapping, which avoids harsh transitions.
|
||||
|
||||
This setting can be toggled with the 'Refraction' button in the Water tab of the Video panel of the Options menu.
|
||||
This setting has no effect if refraction is turned off.
|
||||
|
||||
sunlight scattering
|
||||
-------------------
|
||||
.. omw-setting::
|
||||
:title: reflection detail
|
||||
:type: int
|
||||
:range: 0, 1, 2, 3, 4, 5
|
||||
:default: 2
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Controls what kinds of things are rendered in water reflections.
|
||||
|
||||
This setting enables sunlight scattering.
|
||||
This makes incident sunlight seemingly spread through water, simulating the optical property.
|
||||
.. list-table::
|
||||
:header-rows: 1
|
||||
|
||||
This setting has no effect if refraction is turned off.
|
||||
* - Mode
|
||||
- Meaning
|
||||
* - 0
|
||||
- only sky is reflected
|
||||
* - 1
|
||||
- terrain is also reflected
|
||||
* - 2
|
||||
- statics, activators, and doors are also reflected
|
||||
* - 3
|
||||
- items, containers, and particles are also reflected
|
||||
* - 4
|
||||
- actors are also reflected
|
||||
* - 5
|
||||
- groundcover objects are also reflected
|
||||
|
||||
This setting can be toggled with the 'Sunlight Scattering' button in the Water tab of the Video panel of the Options menu.
|
||||
In interiors the lowest level is 2.
|
||||
|
||||
wobbly shores
|
||||
-------------
|
||||
.. omw-setting::
|
||||
:title: rain ripple detail
|
||||
:type: int
|
||||
:range: 0, 1, 2
|
||||
:default: 1
|
||||
:location: :bdg-info:`In Game > Options > Video > Water`
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
Controls how detailed the raindrop ripples on water are.
|
||||
|
||||
This setting makes shores wobbly.
|
||||
The water surface will smoothly fade into the shoreline and wobble based on water normal-mapping, which avoids harsh transitions.
|
||||
.. list-table::
|
||||
:header-rows: 1
|
||||
|
||||
This setting has no effect if refraction is turned off.
|
||||
* - Mode
|
||||
- Meaning
|
||||
* - 0
|
||||
- single, non-normal-mapped ring per raindrop
|
||||
* - 1
|
||||
- normal-mapped raindrops, with multiple rings
|
||||
* - 2
|
||||
- same as 1, but with a greater number of raindrops
|
||||
|
||||
This setting can be toggled with the 'Wobbly Shores' button in the Water tab of the Video panel of the Options menu.
|
||||
.. omw-setting::
|
||||
:title: small feature culling pixel size
|
||||
:type: float32
|
||||
:range: > 0
|
||||
:default: 20.0
|
||||
|
||||
reflection detail
|
||||
-----------------
|
||||
Controls the cutoff in pixels for small feature culling - see the 'Camera' section for more details,
|
||||
however this setting in the 'Water' section applies specifically to objects rendered in water reflection
|
||||
and refraction textures.
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1, 2, 3, 4, 5
|
||||
:Default: 2
|
||||
The setting 'rtt size' interacts with this setting
|
||||
because it controls how large a pixel on the water texture (technically called a texel) is in pixels on the screen.
|
||||
|
||||
Controls what kinds of things are rendered in water reflections.
|
||||
This setting will have no effect if the shader setting is false,
|
||||
or the 'small feature culling' (in the 'Camera' section) is disabled.
|
||||
|
||||
0: only sky is reflected
|
||||
1: terrain is also reflected
|
||||
2: statics, activators, and doors are also reflected
|
||||
3: items, containers, and particles are also reflected
|
||||
4: actors are also reflected
|
||||
5: groundcover objects are also reflected
|
||||
.. omw-setting::
|
||||
:title: refraction scale
|
||||
:type: float32
|
||||
:range: 0 to 1
|
||||
:default: 1.0
|
||||
|
||||
In interiors the lowest level is 2.
|
||||
This setting can be changed ingame with the "Reflection shader detail" dropdown under the Water tab of the Video panel in the Options menu.
|
||||
Simulates light rays refracting when transitioning from air to water, which causes the space under water look scaled down
|
||||
in height when viewed from above the water surface. Though adding realism, the setting can cause distortion which can
|
||||
make for example aiming at enemies in water more challenging, so it is off by default (i.e. set to 1.0). To get a realistic
|
||||
look of real-life water, set the value to 0.75.
|
||||
|
||||
rain ripple detail
|
||||
------------------
|
||||
This setting only applies if water shader is on and refractions are enabled. Note that if refractions are enabled and this
|
||||
setting if off, there will still be small refractions caused by the water waves, which however do not cause such significant
|
||||
distortion.
|
||||
|
||||
:Type: integer
|
||||
:Range: 0, 1, 2
|
||||
:Default: 1
|
||||
|
||||
Controls how detailed the raindrop ripples on water are.
|
||||
|
||||
0: single, non-normal-mapped ring per raindrop
|
||||
1: normal-mapped raindrops, with multiple rings
|
||||
2: same as 1, but with a greater number of raindrops
|
||||
|
||||
This setting can be changed ingame with the "Rain ripple detail/density" dropdown under the Water tab of the Video panel in the Options menu.
|
||||
|
||||
small feature culling pixel size
|
||||
--------------------------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0
|
||||
:Default: 20.0
|
||||
|
||||
Controls the cutoff in pixels for small feature culling - see the 'Camera' section for more details,
|
||||
however this setting in the 'Water' section applies specifically to objects rendered in water reflection
|
||||
and refraction textures.
|
||||
|
||||
The setting 'rtt size' interacts with this setting
|
||||
because it controls how large a pixel on the water texture (technically called a texel) is in pixels on the screen.
|
||||
|
||||
This setting will have no effect if the shader setting is false,
|
||||
or the 'small feature culling' (in the 'Camera' section) is disabled.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
refraction scale
|
||||
----------------
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0 to 1
|
||||
:Default: 1.0
|
||||
|
||||
Simulates light rays refracting when transitioning from air to water, which causes the space under water look scaled down
|
||||
in height when viewed from above the water surface. Though adding realism, the setting can cause distortion which can
|
||||
make for example aiming at enemies in water more challenging, so it is off by default (i.e. set to 1.0). To get a realistic
|
||||
look of real-life water, set the value to 0.75.
|
||||
|
||||
This setting only applies if water shader is on and refractions are enabled. Note that if refractions are enabled and this
|
||||
setting if off, there will still be small refractions caused by the water waves, which however do not cause such significant
|
||||
distortion.
|
||||
|
||||
.. warning::
|
||||
The `refraction scale` is currently mutually exclusive to underwater shadows. Setting this to any value except 1.0
|
||||
will cause underwater shadows to be disabled. This will be addressed in issue https://gitlab.com/OpenMW/openmw/-/issues/5709
|
||||
.. warning::
|
||||
The `refraction scale` is currently mutually exclusive to underwater shadows. Setting this to any value except 1.0
|
||||
will cause underwater shadows to be disabled. This will be addressed in issue https://gitlab.com/OpenMW/openmw/-/issues/5709
|
||||
|
|
|
@ -1,24 +1,12 @@
|
|||
Windows Settings
|
||||
################
|
||||
|
||||
:Type: floating point
|
||||
:Range: 0.0 to 1.0
|
||||
|
||||
This section controls the location and size of each window in GUI mode.
|
||||
Each setting is a floating point number representing a *fraction*
|
||||
of the resolution x or resolution y setting in the Video Settings Section.
|
||||
The X and Y values locate the top left corner of the window,
|
||||
while the W value determines the width of the window and the H value determines the height of the window.
|
||||
|
||||
Unlike the documentation for most sections which lists the exact setting name,
|
||||
this page instead lists the names of the windows.
|
||||
For example, to configure the alchemy window, the actual settings would be::
|
||||
|
||||
alchemy x = 0.25
|
||||
alchemy y = 0.25
|
||||
alchemy w = 0.5
|
||||
alchemy h = 0.5
|
||||
|
||||
Each window in the GUI mode remembers it's previous location when exiting the game.
|
||||
By far the easiest way to configure these settings is to simply move the windows around in game.
|
||||
Hand editing the configuration file might result in some fine tuning for alignment,
|
||||
|
@ -28,249 +16,568 @@ but the settings will be overwritten if a window is moved.
|
|||
To scale the windows, making the widgets proportionally larger,
|
||||
see the scaling factor setting in the GUI section instead.
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
|
||||
This section controls the state of pinnable windows: pinned or not.
|
||||
For example, to pin only the map window, the actual settings will be::
|
||||
|
||||
inventory pin = false
|
||||
map pin = true
|
||||
stats pin = false
|
||||
spells pin = false
|
||||
|
||||
The pinnable window can be pinned/unpinned by clicking on a button in the right upper corner of the window.
|
||||
|
||||
stats
|
||||
-----
|
||||
|
||||
:Default:
|
||||
x = 0.015
|
||||
|
||||
y = 0.015
|
||||
|
||||
w = 0.45
|
||||
|
||||
h = 0.4275
|
||||
|
||||
pin = false
|
||||
|
||||
The stats window, displaying level, race, class, skills and stats.
|
||||
Activated by clicking on any of the three bars in the lower left corner of the HUD.
|
||||
|
||||
spells
|
||||
------
|
||||
|
||||
:Default:
|
||||
x = 0.63
|
||||
|
||||
y = 0.39
|
||||
|
||||
w = 0.36
|
||||
|
||||
h = 0.51
|
||||
|
||||
pin = false
|
||||
|
||||
The spells window, displaying powers, spells, and magical items.
|
||||
Activated by clicking on the spells widget (third from left) in the bottom left corner of the HUD.
|
||||
|
||||
map
|
||||
---
|
||||
|
||||
:Default:
|
||||
x = 0.63
|
||||
|
||||
y = 0.015
|
||||
|
||||
w = 0.36
|
||||
|
||||
h = 0.37
|
||||
|
||||
pin = false
|
||||
|
||||
The local and world map window.
|
||||
Activated by clicking on the map widget in the bottom right corner of the HUD.
|
||||
|
||||
inventory
|
||||
---------
|
||||
|
||||
:Default:
|
||||
x = 0.015
|
||||
|
||||
y = 0.54
|
||||
|
||||
w = 0.45
|
||||
|
||||
h = 0.38
|
||||
|
||||
pin = false
|
||||
|
||||
The inventory window, displaying the paper doll and possessions,
|
||||
when activated by clicking on the inventory widget (second from left) in the bottom left corner of the HUD.
|
||||
|
||||
inventory container
|
||||
-------------------
|
||||
|
||||
:Default:
|
||||
x = 0.015
|
||||
|
||||
y = 0.54
|
||||
|
||||
w = 0.45
|
||||
|
||||
h = 0.38
|
||||
|
||||
The player's inventory window while searching a container, showing the contents of the character's inventory.
|
||||
Activated by clicking on a container. The same window is used for searching dead bodies, and pickpocketing people.
|
||||
|
||||
inventory barter
|
||||
----------------
|
||||
|
||||
:Default:
|
||||
x = 0.015
|
||||
|
||||
y = 0.54
|
||||
|
||||
w = 0.45
|
||||
|
||||
h = 0.38
|
||||
|
||||
The player's inventory window while bartering. It displays goods owned by the character while bartering.
|
||||
Activated by clicking on the Barter choice in the dialog window for an NPC.
|
||||
|
||||
inventory companion
|
||||
-------------------
|
||||
|
||||
:Default:
|
||||
x = 0.015
|
||||
|
||||
y = 0.54
|
||||
|
||||
w = 0.45
|
||||
|
||||
h = 0.38
|
||||
|
||||
The player's inventory window while interacting with a companion.
|
||||
The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
|
||||
|
||||
container
|
||||
---------
|
||||
|
||||
:Default:
|
||||
x = 0.49
|
||||
|
||||
y = 0.54
|
||||
|
||||
w = 0.39
|
||||
|
||||
h = 0.38
|
||||
|
||||
The container window, showing the contents of the container. Activated by clicking on a container.
|
||||
The same window is used for searching dead bodies, and pickpocketing people.
|
||||
|
||||
barter
|
||||
------
|
||||
|
||||
:Default:
|
||||
x = 0.6
|
||||
|
||||
y = 0.27
|
||||
|
||||
w = 0.38
|
||||
|
||||
h = 0.63
|
||||
|
||||
The NPC bartering window, displaying goods owned by the shopkeeper while bartering.
|
||||
Activated by clicking on the Barter choice in the dialog window for an NPC.
|
||||
|
||||
companion
|
||||
---------
|
||||
|
||||
:Default:
|
||||
x = 0.6
|
||||
|
||||
y = 0.27
|
||||
|
||||
w = 0.38
|
||||
|
||||
h = 0.63
|
||||
|
||||
The NPC's inventory window while interacting with a companion.
|
||||
The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
|
||||
|
||||
dialogue
|
||||
--------
|
||||
|
||||
:Default:
|
||||
x = 0.15
|
||||
|
||||
y = 0.5
|
||||
|
||||
w = 0.7
|
||||
|
||||
h = 0.45
|
||||
|
||||
The dialogue window, for talking with NPCs.
|
||||
Activated by clicking on a NPC.
|
||||
|
||||
alchemy
|
||||
-------
|
||||
|
||||
:Default:
|
||||
x = 0.25
|
||||
|
||||
y = 0.25
|
||||
|
||||
w = 0.5
|
||||
|
||||
h = 0.5
|
||||
|
||||
The alchemy window, for crafting potions.
|
||||
Activated by dragging an alchemy tool on to the rag doll.
|
||||
Unlike most other windows, this window hides all other windows when opened.
|
||||
|
||||
console
|
||||
-------
|
||||
|
||||
:Default:
|
||||
x = 0.255
|
||||
|
||||
y = 0.215
|
||||
|
||||
w = 0.49
|
||||
|
||||
h = 0.3125
|
||||
|
||||
The console command window.
|
||||
Activated by pressing the tilde (~) key.
|
||||
|
||||
settings
|
||||
--------
|
||||
|
||||
:Default:
|
||||
x = 0.1
|
||||
|
||||
y = 0.1
|
||||
|
||||
w = 0.8
|
||||
|
||||
h = 0.8
|
||||
|
||||
The settings window.
|
||||
Activated by clicking Options in the main menu.
|
||||
|
||||
postprocessor
|
||||
-------------
|
||||
|
||||
:Default:
|
||||
x = 0.01
|
||||
|
||||
y = 0.02
|
||||
|
||||
w = 0.44
|
||||
|
||||
h = 0.95
|
||||
|
||||
The postprocessor window used to configure shaders.
|
||||
Activated by pressing the F2 key.
|
||||
.. omw-setting::
|
||||
:title: stats window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate (top-left corner) of the stats window.
|
||||
Displays level, race, class, skills, and stats.
|
||||
Activated by clicking any of the three bars in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: stats window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate (top-left corner) of the stats window.
|
||||
Displays level, race, class, skills, and stats.
|
||||
Activated by clicking any of the three bars in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: stats window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.45
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the stats window.
|
||||
Displays level, race, class, skills, and stats.
|
||||
Activated by clicking any of the three bars in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: stats window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.4275
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the stats window.
|
||||
Displays level, race, class, skills, and stats.
|
||||
Activated by clicking any of the three bars in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: stats window pin
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: GUI mode window pin state
|
||||
|
||||
Whether the stats window is pinned.
|
||||
Activated by clicking any of the three bars in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: spells window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.63
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the spells window.
|
||||
Displays powers, spells, and magical items.
|
||||
Activated by clicking the spells widget (third from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: spells window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.39
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the spells window.
|
||||
Displays powers, spells, and magical items.
|
||||
Activated by clicking the spells widget (third from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: spells window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.36
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the spells window.
|
||||
Displays powers, spells, and magical items.
|
||||
Activated by clicking the spells widget (third from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: spells window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.51
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the spells window.
|
||||
Displays powers, spells, and magical items.
|
||||
Activated by clicking the spells widget (third from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: spells window pin
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: GUI mode window pin state
|
||||
|
||||
Whether the spells window is pinned.
|
||||
Activated by clicking the spells widget (third from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: map window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.63
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the map window.
|
||||
Displays local and world map.
|
||||
Activated by clicking the map widget in the lower right HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: map window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the map window.
|
||||
Displays local and world map.
|
||||
Activated by clicking the map widget in the lower right HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: map window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.36
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the map window.
|
||||
Displays local and world map.
|
||||
Activated by clicking the map widget in the lower right HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: map window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.37
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the map window.
|
||||
Displays local and world map.
|
||||
Activated by clicking the map widget in the lower right HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: map window pin
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: GUI mode window pin state
|
||||
|
||||
Whether the map window is pinned.
|
||||
Activated by clicking the map widget in the lower right HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the inventory window.
|
||||
Displays paper doll and possessions.
|
||||
Activated by clicking the inventory widget (second from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.54
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the inventory window.
|
||||
Displays paper doll and possessions.
|
||||
Activated by clicking the inventory widget (second from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.45
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the inventory window.
|
||||
Displays paper doll and possessions.
|
||||
Activated by clicking the inventory widget (second from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the inventory window.
|
||||
Displays paper doll and possessions.
|
||||
Activated by clicking the inventory widget (second from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory window pin
|
||||
:type: boolean
|
||||
:range: true, false
|
||||
:default: false
|
||||
:location: GUI mode window pin state
|
||||
|
||||
Whether the inventory window is pinned.
|
||||
Displays paper doll and possessions.
|
||||
Activated by clicking the inventory widget (second from left) in the lower left HUD corner.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory container window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the inventory container window.
|
||||
Displays player inventory when searching a container.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory container window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.54
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the inventory container window.
|
||||
Displays player inventory when searching a container.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory container window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.45
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the inventory container window.
|
||||
Displays player inventory when searching a container.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory container window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the inventory container window.
|
||||
Displays player inventory when searching a container.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory barter window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the inventory barter window.
|
||||
Displays character goods while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory barter window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.54
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the inventory barter window.
|
||||
Displays character goods while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory barter window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.45
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the inventory barter window.
|
||||
Displays character goods while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory barter window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the inventory barter window.
|
||||
Displays character goods while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory companion window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.015
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the inventory companion window.
|
||||
Displays companion inventory while interacting.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory companion window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.54
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the inventory companion window.
|
||||
Displays companion inventory while interacting.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory companion window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.45
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the inventory companion window.
|
||||
Displays companion inventory while interacting.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: inventory companion window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the inventory companion window.
|
||||
Displays companion inventory while interacting.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: container window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.49
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the container window.
|
||||
Shows contents of containers.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: container window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.54
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the container window.
|
||||
Shows contents of containers.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: container window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.39
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the container window.
|
||||
Shows contents of containers.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: container window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the container window.
|
||||
Shows contents of containers.
|
||||
Activated by clicking a container, dead body, or during pickpocketing.
|
||||
|
||||
.. omw-setting::
|
||||
:title: barter window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.6
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the barter window.
|
||||
Displays goods owned by shopkeeper while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: barter window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.27
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the barter window.
|
||||
Displays goods owned by shopkeeper while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: barter window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the barter window.
|
||||
Displays goods owned by shopkeeper while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: barter window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.63
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the barter window.
|
||||
Displays goods owned by shopkeeper while bartering.
|
||||
Activated by clicking Barter in NPC dialog.
|
||||
|
||||
.. omw-setting::
|
||||
:title: companion window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.6
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the companion window.
|
||||
Displays NPC's inventory while interacting with companion.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: companion window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.27
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the companion window.
|
||||
Displays NPC's inventory while interacting with companion.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: companion window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.38
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the companion window.
|
||||
Displays NPC's inventory while interacting with companion.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: companion window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.63
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the companion window.
|
||||
Displays NPC's inventory while interacting with companion.
|
||||
Added in Tribunal expansion, available in OpenMW.
|
||||
|
||||
.. omw-setting::
|
||||
:title: dialogue window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.15
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the dialogue window.
|
||||
Used for talking with NPCs.
|
||||
Activated by clicking an NPC.
|
||||
|
||||
.. omw-setting::
|
||||
:title: dialogue window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.5
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the dialogue window.
|
||||
Used for talking with NPCs.
|
||||
Activated by clicking an NPC.
|
||||
|
||||
.. omw-setting::
|
||||
:title: dialogue window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.7
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the dialogue window.
|
||||
Used for talking with NPCs.
|
||||
Activated by clicking an NPC.
|
||||
|
||||
.. omw-setting::
|
||||
:title: dialogue window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.45
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the dialogue window.
|
||||
Used for talking with NPCs.
|
||||
Activated by clicking an NPC.
|
||||
|
||||
.. omw-setting::
|
||||
:title: alchemy window x
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:default: 0.25
|
||||
:location: GUI mode window position
|
||||
|
||||
X coordinate of the alchemy window.
|
||||
Used for crafting potions.
|
||||
Activated by dragging an alchemy tool onto the rag doll.
|
||||
|
||||
.. omw-setting::
|
||||
:title: alchemy window y
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:location: GUI mode window position
|
||||
|
||||
Y coordinate of the alchemy window.
|
||||
Used for crafting potions.
|
||||
Activated by dragging an alchemy tool onto the rag doll.
|
||||
|
||||
.. omw-setting::
|
||||
:title: alchemy window w
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:location: GUI mode window size
|
||||
|
||||
Width of the alchemy window.
|
||||
Used for crafting potions.
|
||||
Activated by dragging an alchemy tool onto the rag doll.
|
||||
|
||||
.. omw-setting::
|
||||
:title: alchemy window h
|
||||
:type: float32
|
||||
:range: [0, 1]
|
||||
:location: GUI mode window size
|
||||
|
||||
Height of the alchemy window.
|
||||
Used for crafting potions.
|
||||
Activated by dragging an alchemy tool onto the rag doll.
|
||||
|
|
Loading…
Reference in a new issue