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			180 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			180 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Cells Settings
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| ##############
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| 
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| .. omw-setting::
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|    :title: preload enabled
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|    :type: boolean
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|    :range: true, false
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|    :default: true
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|    
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| 
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|    Controls whether textures and objects will be pre-loaded in background threads.
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|    This setting being enabled should result in a reduced amount of loading screens, no impact on frame rate,
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|    and a varying amount of additional RAM usage, depending on how the preloader was configured (see the below settings).
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|    The default preloading settings with vanilla game files should only use negligible amounts of RAM, however,
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|    when using high-res texture and model replacers
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|    it may be necessary to tweak these settings to prevent the game from running out of memory.
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| 
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|    The effects of (pre-)loading can be observed on the in-game statistics panel brought up with the 'F4' key.
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| 
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|    All settings starting with 'preload' in this section will have no effect if preloading is disabled,
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|    and can only be configured by editing the settings configuration file.
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| 
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| .. omw-setting::
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|    :title: preload num threads
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|    :type: int
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|    :range: ≥ 1
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|    :default: 1
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|    
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| 
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|    Controls the number of worker threads used for preloading operations.
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|    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.
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|    Faster preloading will reduce the chance that a cell could not be completely loaded before the player moves into it,
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|    and hence reduce the chance of seeing loading screens or frame drops.
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|    This may be especially relevant when the player moves at high speed
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|    and/or a large number of objects are preloaded due to large viewing distance.
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| 
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|    A value of 4 or higher is not recommended.
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|    With 4 or more threads, improvements will start to diminish due to file reading and synchronization bottlenecks.
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| 
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| .. omw-setting::
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|    :title: preload exterior grid
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|    :type: boolean
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|    :range: true, false
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|    :default: true
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|    
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| 
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|    Controls whether adjacent cells are preloaded when the player moves close to an exterior cell border.
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| 
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| .. omw-setting::
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|    :title: preload fast travel
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|    :type: boolean
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|    :range: true, false
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|    :default: false
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|    
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| 
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|    Controls whether fast travel destinations are preloaded when the player moves close to a travel service.
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|    Because the game can not predict the destination that the player will choose,
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|    all possible destinations will be preloaded. This setting is disabled by default
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|    due to the adverse effect on memory usage caused by the preloading of all possible destinations.
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| 
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| .. omw-setting::
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|    :title: preload doors
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|    :type: boolean
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|    :range: true, false
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|    :default: true
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|    
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| 
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|    Controls whether locations behind a door are preloaded when the player moves close to the door.
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| 
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| .. omw-setting::
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|    :title: preload distance
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|    :type: float32
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|    :range: > 0
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|    :default: 1000
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|    
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| 
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|    Controls the distance in in-game units that is considered the player being 'close' to a preloading trigger.
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|    Used by all the preloading mechanisms i.e. 'preload exterior grid', 'preload fast travel' and 'preload doors'.
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| 
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|    For measurement purposes, the distance to an object in-game can be observed by opening the console,
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|    clicking on the object and typing 'getdistance player'.
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| 
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| .. omw-setting::
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|    :title: preload instances
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|    :type: boolean
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|    :range: true, false
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|    :default: true
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|    
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| 
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|    Controls whether or not objects are also pre-instanced on top of being pre-loaded.
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|    Instancing happens when the same object is placed more than once in the cell,
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|    and to be sure that any modifications to one instance do not affect the other,
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|    the game will create independent copies (instances) of the object.
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|    If this setting is enabled, the creation of instances will be done in the preloading thread;
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|    otherwise, instancing will only happen in the main thread once the cell is actually loaded.
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| 
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|    Enabling this setting should reduce the chance of frame drops when transitioning into a preloaded cell,
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|    but will also result in some additional memory usage.
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| 
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| .. omw-setting::
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|    :title: preload cell cache min
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|    :type: int
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|    :range: > 0
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|    :default: 12
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|    
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| 
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|    The minimum number of preloaded cells that will be kept in the cache.
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|    Once the number of preloaded cells in the cache exceeds this setting,
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|    the game may start to expire preloaded cells based on the 'preload cell expiry delay' setting,
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|    starting with the oldest cell.
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|    When a preloaded cell expires, all the assets that were loaded for it will also expire
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|    and will have to be loaded again the next time the cell is requested for preloading.
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| 
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| .. omw-setting::
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|    :title: preload cell cache max
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|    :type: int
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|    :range: > 0
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|    :default: 20
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|    
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| 
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|    The maximum number of cells that will ever be in pre-loaded state simultaneously.
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|    This setting is intended to put a cap on the amount of memory that could potentially be used by preload state.
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| 
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| .. omw-setting::
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|    :title: preload cell expiry delay
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|    :type: float32
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|    :range: ≥ 0
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|    :default: 5
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|    
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| 
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|    The amount of time (in seconds) that a preloaded cell will stay in cache after it is no longer referenced or required,
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|    for example, after the player has moved away from a door without entering it.
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| 
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| .. omw-setting::
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|    :title: prediction time
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|    :type: float32
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|    :range: ≥ 0
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|    :default: 1
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|    
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| 
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|    The amount of time (in seconds) in the future to predict the player position for. 
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|    This predicted position is used to preload any cells and/or distant terrain required at that position.
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| 
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|    This setting will only have an effect if 'preload enabled' is set or the 'distant terrain' in the Terrain section is set.
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| 
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|    Increasing this setting from its default may help if your computer/hard disk is too slow to preload in time and you see
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|    loading screens and/or lag spikes.
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| 
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| .. omw-setting::
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|    :title: cache expiry delay
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|    :type: float32
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|    :range: ≥ 0
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|    :default: 5
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|    
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| 
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|    The amount of time (in seconds) that a preloaded texture or object will stay in cache
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|    after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
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| 
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| .. omw-setting::
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|    :title: target framerate
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|    :type: float32
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|    :range: > 0
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|    :default: 60
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|    
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| 
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|    Affects the time to be set aside each frame for graphics preloading operations.
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|    The game will distribute the preloading over several frames so as to not go under the specified framerate. 
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|    For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around, 
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|    you can try a lower value, although the framerate during loading will suffer a bit in that case.
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| 
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| .. omw-setting::
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|    :title: pointers cache size
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|    :type: int
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|    :range: [40, 1000]
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|    :default: 40
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|    
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| 
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|    The count of object pointers that will be saved for a faster search by object ID.
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|    This is a temporary setting that can be used to mitigate scripting performance issues with certain game files. 
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|    If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.
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