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			171 lines
		
	
	
		
			No EOL
		
	
	
		
			5.7 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Shadow Settings
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| ###############
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| 
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| Main settings
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| *************
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| 
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| enable shadows
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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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| Enable or disable the rendering of shadows.
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| Unlike in the original Morrowind engine, 'Shadow Mapping' is used, which can have a performance impact, but has more realistic results.
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| Bear in mind that this will force OpenMW to use shaders as if :ref:`force-shaders-label` was enabled.
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| A keen developer may be able to implement compatibility with fixed-function mode using the advice of `this post <https://github.com/OpenMW/openmw/pull/1547#issuecomment-369657381>`_, but it may be more difficult than it seems.
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| 
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| 
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| number of shadow maps
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| ---------------------
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| 
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| :Type:		integer
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| :Range:		1 to 8, but higher values may conflict with other texture effects
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| :Default:	3
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| 
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| Control how many shadow maps to use - more of these means each shadow map texel covers less area, producing better-looking shadows, but may decrease performance.
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| Using too many shadow maps will lead to them overriding texture slots used for other effects, producing unpleasant artefacts.
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| A value of three is recommended in most cases, but other values may produce better results or performance.
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| 
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| allow shadow map overlap
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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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| If true, allow shadow maps to overlap.
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| Counter-intuitively, will produce much better results when the light is behind the camera.
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| When enabled, OpenMW uses Cascaded Shadow Maps and when disabled, it uses Parallel Split Shadow Maps.
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| 
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| enable debug hud
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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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| Enable or disable the debug hud to see what the shadow map(s) contain.
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| This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
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| 
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| enable debug overlay
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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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| Enable or disable the debug overlay to see the area covered by each shadow map.
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| This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
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| 
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| compute tight scene bounds
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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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| With this setting enabled, attempt to better use the shadow map(s) by making them cover a smaller area.
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| This can be especially helpful when looking downwards with a high viewing distance but will be less useful with the default value.
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| The performance impact of this may be very large.
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| 
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| shadow map resolution
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| ---------------------
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| 
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| :Type:		integer
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| :Range:		Dependent on GPU/driver combination
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| :Default:	1024
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| 
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| Control How large to make the shadow map(s).
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| Higher values increase GPU load but can produce better-looking results.
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| Power-of-two values may turn out to be faster than smaller values which are not powers of two on some GPU/driver combinations.
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| 
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| actor shadows
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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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| Allow actors to cast shadows.
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| Potentially decreases performance.
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| 
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| player shadows
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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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| Allow the player to cast shadows.
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| Potentially decreases performance.
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| 
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| terrain shadows
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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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| Allow terrain to cast shadows.
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| Potentially decreases performance.
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| 
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| object shadows
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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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| Allow static objects to cast shadows.
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| Potentially decreases performance.
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| 
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| enable indoor shadows
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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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| Allow shadows indoors.
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| Due to limitations with Morrowind's data, only actors can cast shadows indoors without the ceiling casting a shadow everywhere.
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| Some might feel this is distracting as shadows can be cast through other objects, so indoor shadows can be disabled completely.
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| 
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| Expert settings
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| ***************
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| 
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| You probably shouldn't be changing these yourself if you haven't read `this paper on Parallel Split Shadow Maps <https://pdfs.semanticscholar.org/15a9/f2a7cf6b1494f45799617c017bd42659d753.pdf>`_ and understood how they interact with the transformation used with Light Space Perspective Shadow Maps.
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| If you have, then you may get better results tuning these for your specific view distance.
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| Copying values from another user who's done careful tuning is the recommended way of arriving at an optimal value for these settings.
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| 
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| split point uniform logarithmic ratio
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| -------------------------------------
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| 
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| :Type:		float
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| :Range:		0.0-1.0 for sensible results. Other values may 'work' but could behave bizarrely.
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| :Default:	0.5
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| 
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| Controls the ratio of :math:`C_i^{log}` versus :math:`C_i^{uniform}` used to form the Practical Split Scheme as described in the linked paper.
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| When using a larger-than-default viewing distance and distant terrain, and you have `allow shadow map overlap`_ enabled, larger values will prevent nearby shadows losing quality.
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| It is therefore recommended that this isn't left at the default when the viewing distance is changed.
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| 
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| split point bias
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| ----------------
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| 
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| :Type:		float
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| :Range:		Any value supported by C++ floats on your platform, although undesirable behaviour is more likely to appear the further the value is from zero.
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| :Default:	0.0
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| 
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| The :math:`\delta_{bias}` parameter used to form the Practical Split Scheme as described in the linked paper.
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| 
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| minimum lispsm near far ratio
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| -----------------------------
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| 
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| :Type:		float
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| :Range:		Must be greater than zero.
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| :Default:	0.25
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| 
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| Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation.
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| Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera.
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| Increasing this pushes detail further away by moving the frustum apex further from the near plane. |