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- (( Do not copy the comments into the .ini file. kthx ))
- (( Do not copy the comments into the .ini file. kthx ))
- (( Do not copy the comments into the .ini file. kthx ))
- // PRIMARY PARTS:
- // threaded <-- Controls multiple core usage (supposedly) of specific tasks. Threaded on improves loading times; except for AI.
- // Do not turn AudioThreading on. Known to crash.
- // backgroundLoad <-- Background loader helps to reduce stutter significantly. Tradeoff is lag spikes when loading exterior cells.
- // preloadsize <-- This .ini configured to make use of 10GBs of loadcache. Higher settings do not have significantly better effect.
- // harddrivecache <-- Set to 0 to prevent using paging files/HDD space. Improves performance by forcing game to use RAM.
- uGridDistantCount=7
- uGridsToLoad=7
- // Anything with 7 is set to 7 so it is in line with uGridsToLoad 7.
- // Engine actually loads uGridsToLoad*8+1 cells into data.
- // uExterior Cell Buffer number raised automatically by engine to accommodate
- // need for memory. In-game console reports 64 when using 7 for uExterior Cell Buffer.
- // DistantCount set to 7 to help performance while outside.
- uInterior Cell Buffer=0
- uExterior Cell Buffer=7
- // Interior is 0 to force game engine to unload interior cell data as soon as player exits interior cell.
- // When using high preloadSize numbers, this helps to eliminate stuttering after leaving a building/tunnel etc.
- // When using low preloadSize numbers, interior cells will have red "!" markers, missing textures and NPC bodies, etc.
- // if still set to 0.
- // Exterior cell buffer set to a number in line with uGridsToLoad to prevent game from storing too much data
- // in RAM. This forces it to unload data from cells no longer within 7 cell view distance.
- bUseThreadedBlood=1
- bUseThreadedMorpher=1
- bUseObliqueFrustumCulling=1
- // FrustumCulling is a leftover from Oblivion. Method may have been deprecated as of Fallout 3. May still be in code.
- // Supposedly improves performance.
- bPreemptivelyUnloadCells=1
- // bPreemptivelyUnloadCells can potentially cause instability on other set-ups. If crashing, set to 0.
- // A symptom of this are glossy white textures appearing on body parts of characters after extended play in this set-up config.
- // (If you see these textures, save immediately and restart game).
- // This should improve performance with this .ini set-up when using RAM. If HardDriveCache is 1 and
- // this is on, it may cause hang-ups, lock-ups, and crashes.
- iPreloadSizeLimit=10737418240
- bUseHardDriveCache=0
- // bUseHardDriveCache 0 forces it to use RAM to load and unload data. I have my .exe hexxed to set the Large Address Aware flag
- // to 1 to enable the app up to 3GBs of data before crashing. Coupled with the background loader and bPreemptivelyUnloadCells, it
- // should stay around 2GBs of Windows program alloted memory usage with large amounts of mods for a few hours.
- bUseThreadedParticleSystem=1
- bUseThreadedAI=0
- iNumHWThreads=2
- // Supposedly the number of CPU cores to use. It crashes for me when set to anything other than 2 or when missing
- // from the ini file.
- // Threaded AI off to help AI performance. Seems to reduce stutter with it off, needs more testing.
- bLoadFaceGenHeadEGTFiles=1
- // As far as NV testing goes: Randomly generated NPCs or generic NPCs may have mismatched head/body colors with this on.
- // Manually created, specific NPCs have improved skintone matching with this on.
- // Undoubtedly varies by game, textures in /data/ and set-up, etc.
- // Set to 0 again if skintone matching is not improved.
- fDecalLifetime=5000.0000
- // Optional. Sets decals like blood to stay around for 5000 seconds.
- fLightLODDefaultStartFade=6022.0000
- fLightLODRange=6024.0000
- fLightLODMinStartFade=6021.0000
- fLightLODMaxStartFade=6024.0000
- fShadowLODDefaultStartFade=3024.0000
- fShadowLODRange=3024.0000
- fShadowLODMinStartFade=100.0000
- fShadowLODMaxStartFade=1000.0000
- fSpecularLODDefaultStartFade=1022.0000
- fSpecularLODRange=1024.0000
- fSpecularLODMinStartFade=1020.0000
- fSpecularLODMaxStartFade=1024.0000
- // Above is optional. Increases specularity viewing distance, while increasing light/shadow viewing distance (up to 6 cells away)
- // If lowering UGrids, be sure to set below 6000 units
- bAllow30Shaders=1
- // Optional, graphical change non-performance related.
- // As far as NV Testing goes: With ENB, grass and foilage alphas are most noticeably affected with it on/off.
- iMaxDecalsPerFrame=1000
- // Optional, allows for more blood and other decals on screen at once.
- ///iActorShadowCount=0 <-- If you have problems with ENB and actor shadowing. Can also turn off bDrawShadows=1.
- iPresentInterval=0
- // iPresentInterval is v-sync. V-sync always off my Nigerian friends.
- fMinBloodDamage=1.0
- // Minimum damage taken before a blood splotch appears on an NPC or character.
- iShadowFilter=2
- iShadowMapResolution=2048
- iActorShadowCountInt=12
- iActorShadowCountExt=12
- // Optional, graphical change non-performance related. Increases shadow res and sets a moderate number of shadows per actor.
- bEnableEnviroEffectsOnPC=1
- iAudioCacheSize=32768
- // Optional, audio change non-performance related. Increases audio chache moderately and turns on
- // physcadellic acid induced audio enviro effects for dialog where appropriate.
- iConsoleHistorySize=500
- // Increases messages stored in developer console.
- iBackgroundLoadExtraMaxFPS=30
- iBackgroundLoadExtraMinFPS=1
- // Engine locks and hangs if Max is above 50 or minimum is too high (or not 1). Too much performance chokes engine,
- // too little performance when loading massive files chokes engine.
- iBackgroundLoadExtraMilliseconds=4
- // Decreases stuttering, but potentially introduces a bug that causes uneven terrain to bounce creatures/NPCs on it in a
- // rubberbanding trampoline fashion. Quite amusing.
- bUseBackgroundFileLoader=0
- bBackgroundLoadLipFiles=1
- bLoadBackgroundFaceGen=1
- bCloneModelsInBackground=1
- // Important: FileLoader 0 does decrease performance between cell loads, but if set to 1 in tandem with other
- // backgroundloaders decreases stability. Lip, FaceGen, and CloneModels help to eliminate stutter with lots of
- // NPCs on screen, generally.
- // These settings can be reversed. FileLoader = 1 and the rest 0. This is somehow stable and stuttering is reduced when
- // actors running evaluate package commands or doing lots of pathing calculations are present.
- // Setting Lip, FaceGen, or Clone Models on or off independently seems to decrease stability.
- fLODFadeOutMultObjects=7
- fLODFadeOutMultActors=7
- // Coincides with uGridstoLoad. Do not set above UGridsToLoad or it will cause crashes.
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