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@ -51,21 +51,20 @@ viewing distance
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This value controls the maximum visible distance (also called the far clipping plane).
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Larger values significantly improve rendering in exterior spaces,
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but also increase the amount of rendered geometry and significantly reduce the frame rate.
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This value interacts with the exterior cell load distance setting
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in that it's probably undesired for this value to provide visibility into cells that have not yet been loaded.
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When cells are visible before loading, the geometry will "pop-in" suddenly, creating a jarring visual effect.
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To prevent this effect, this value must be less than::
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Note that when cells are visible before loading (when not using a Distant Land), the geometry will "pop-in" suddenly,
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creating a jarring visual effect. To prevent this effect, this value must be less than::
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(8192 * exterior cell load distance - 1024) * 0.93
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(CellSizeInUnits * CellGridRadius - 1024) * 0.93
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The constant 8192 is the size of a cell, and 1024 is the threshold distance for loading a new cell.
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The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many
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neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell.
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Additionally, the field of view setting also interacts with this setting because the view frustum end is a plane,
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so you can see further at the edges of the screen than you should be able to.
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This can be observed in game by looking at distant objects
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and rotating the camera so the objects are near the edge of the screen.
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As a result, this setting should further be reduced by a factor that depends on the field of view setting.
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In the default configuration this reduction is 7%, hence the factor of 0.93 above.
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Using this factor, approximate values recommended for other exterior cell load distance settings are:
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Using this factor, approximate values recommended for other CellGridRadius values are:
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======= ========
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Cells Viewing
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@ -83,10 +82,6 @@ Such situations are unusual and probably not worth the performance penalty intro
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by loading geometry obscured by fog in the center of the screen.
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See RenderingManager::configureFog for the relevant source code.
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Enabling the distant terrain setting is an alternative to increasing exterior cell load distance.
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Note that the distant land setting does not include rendering of distant static objects,
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so the resulting visual effect is not the same.
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This setting can be adjusted in game from the ridiculously low value of 2048.0 to a maximum of 81920.0
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using the View Distance slider in the Detail tab of the Video panel of the Options menu.
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