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			103 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
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			103 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Terrain Settings
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| ################
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| 
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| distant terrain
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| ---------------
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| 
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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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| Controls whether the engine will use paging and LOD algorithms to load the terrain of the entire world at all times.
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| Otherwise, only the terrain of the surrounding cells is loaded.
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| 
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| .. note::
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| 	When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
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| 	that you can actually see the additional terrain.
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| 
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| To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
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| regardless of the preloading settings in the 'Cells' section,
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| but the preloading of terrain behind a door or a travel destination, for example,
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| will still be controlled by cell preloading settings.
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| 
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| The distant terrain engine is currently considered experimental
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| and may receive updates and/or further configuration options in the future.
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| The glaring omission of non-terrain objects in the distance somewhat limits this setting's usefulness.
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| 
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| vertex lod mod
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| --------------
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| 
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| :Type:      integer
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| :Range:     any
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| :Default:   0
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| 
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| Controls only the Vertex LOD of the terrain. The amount of terrain chunks and the detail of composite maps is left unchanged.
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| 
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| Must be changed in increments of 1. Each increment will double (for positive values) or halve (for negative values) the number of vertices rendered.
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| For example: -2 means 4x reduced detail, +3 means 8x increased detail.
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| 
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| Note this setting will typically not affect near terrain. When set to increase detail, the detail of near terrain can not be increased
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| because the detail is simply not there in the data files, and when set to reduce detail,
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| 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.
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| 
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| lod factor
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| ----------
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| 
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| :Type:		float
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| :Range:		>0
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| :Default:	1.0
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| 
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| Controls the level of detail if distant terrain is enabled.
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| Higher values increase detail at the cost of performance, lower values reduce detail but increase performance.
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| 
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| Note: it also changes how the Quad Tree is split.
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| Increasing detail with this setting results in the visible terrain being divided into more chunks,
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| where as reducing detail with this setting would reduce the number of chunks.
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| 
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| Fewer terrain chunks is faster for rendering, but on the other hand a larger proportion of the entire terrain
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| must be rebuilt when LOD levels change as the camera moves.
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| This could result in frame drops if moving across the map at high speed.
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| 
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| For this reason, it is not recommended to change this setting if you want to change the LOD.
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| If you want to do that, first try using the 'vertex lod mod' setting to configure the detail of the terrain outlines
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| to your liking and then use 'composite map resolution' to configure the texture detail to your liking.
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| 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.
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| 
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| composite map level
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| -------------------
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| 
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| :Type:		integer
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| :Range:		>= -3
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| :Default:	-2
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| 
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| 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.
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| With value -3 composite maps are used everywhere.
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| 
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| A composite map is a pre-rendered texture that contains all the texture layers combined.
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| Note that resolution of composite maps is currently always fixed at 'composite map resolution',
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| regardless of the resolution of the underlying terrain textures.
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| If high-detail texture replacers are used, probably it is worth to increase 'composite map resolution' setting value.
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| 
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| composite map resolution
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| ------------------------
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| 
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| :Type:		integer
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| :Range:		>0
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| :Default:	512
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| 
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| Controls the resolution of composite maps. Larger values result in increased detail,
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| but may take longer to prepare and thus could result in longer loading times and an increased chance of frame drops during play.
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| As with most other texture resolution settings, it's most efficient to use values that are powers of two.
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| 
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| An easy way to observe changes to loading time is to load a save in an interior next to an exterior door
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| (so it will start preloding terrain) and watch how long it takes for the 'Composite' counter on the F4 panel to fall to zero.
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| 
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| max composite geometry size
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| ---------------------------
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| 
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| :Type:		float
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| :Range:		>=1.0
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| :Default:	4.0
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| 
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| Controls the maximum size of simple composite geometry chunk in cell units. With small values there will more draw calls and small textures,
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| but higher values create more overdraw (not every texture layer is used everywhere).
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