Default setting value tweaks

pull/2595/head
Capostrophic 5 years ago
parent a1ed0144e1
commit ae1f456b0a

@ -85,11 +85,11 @@ compute tight scene bounds
:Type: boolean
:Range: True/False
:Default: False
:Default: True
With this setting enabled, attempt to better use the shadow map(s) by making them cover a smaller area.
This can be especially helpful when looking downwards with a high viewing distance but will be less useful with the default value.
The performance impact of this may be very large.
May have a minor to major performance impact.
shadow map resolution
---------------------
@ -200,10 +200,10 @@ use front face culling
:Type: boolean
:Range: True/False
:Default: True
: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, disabling this may help minimise the side effects.
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
-------------------------------------

@ -68,7 +68,7 @@ composite map level
:Type: integer
:Range: >= -3
:Default: -2
:Default: 0
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.
@ -76,7 +76,7 @@ With value -3 composite maps are used everywhere.
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-detail texture replacers are used, probably it is worth to increase 'composite map resolution' setting value.
If high resolution texture replacers are used, it is recommended to increase 'composite map resolution' setting value.
composite map resolution
------------------------

@ -98,7 +98,7 @@ vertex lod mod = 0
# Controls when the distant terrain will flip to composited textures instead of high-detail textures, should be >= -3.
# Higher value is more detailed textures.
composite map level = -2
composite map level = 0
# Controls the resolution of composite maps.
composite map resolution = 512
@ -767,8 +767,8 @@ enable debug hud = false
# Enable the debug overlay to see where each shadow map affects.
enable debug overlay = false
# Attempt to better use the shadow map by making them cover a smaller area. Especially helpful when looking downwards with a high viewing distance. The performance impact of this may be very large.
compute tight scene bounds = false
# Attempt to better use the shadow map by making them cover a smaller area. Especially helpful when looking downwards. May have a minor to major performance impact.
compute tight scene bounds = true
# 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 on some GPU/driver combinations.
shadow map resolution = 1024
@ -785,8 +785,8 @@ polygon offset units = 4.0
# 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.
normal offset distance = 1.0
# 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, disabling this may help minimise the side effects.
use front face culling = true
# 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, leave this off to minimise the side effects.
use front face culling = false
# Allow actors to cast shadows. Potentially decreases performance.
actor shadows = false

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