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			180 lines
		
	
	
	
		
			6.5 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			180 lines
		
	
	
	
		
			6.5 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Cells Settings
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| ##############
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| 
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| preload enabled
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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:	True
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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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| 
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| preload num threads
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| -------------------
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| 
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| :Type:		integer
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| :Range:		>=1
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| :Default:	1
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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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| preload exterior grid
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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:	True
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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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| preload fast travel
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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 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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| preload doors
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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:	True
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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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| preload distance
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| ----------------
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| 
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| :Type:		floating point
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| :Range:		>0
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| :Default:	1000
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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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| preload instances
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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:	True
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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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| preload cell cache min
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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:	12
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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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| preload cell cache max
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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:	20
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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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| preload cell expiry delay
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| -------------------------
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| 
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| :Type:		floating point
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| :Range:		>=0
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| :Default:	5
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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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| prediction time
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| ---------------
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| 
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| :Type:		floating point
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| :Range:		>=0
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| :Default:	1
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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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| cache expiry delay
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| ------------------
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| 
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| :Type:		floating point
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| :Range:		>=0
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| :Default:	5
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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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| target framerate
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| ----------------
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| :Type:          floating point
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| :Range:         >0
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| :Default:       60
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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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| pointers cache size
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| -------------------
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| 
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| :Type:		integer
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| :Range:		40 to 1000
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| :Default:	40
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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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