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RunAwayScientist

Ultime Bethesda.ini Options Walkthrough Comments

Sep 27th, 2014
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  1. (( Do not copy the comments into the .ini file. kthx ))
  2. (( Do not copy the comments into the .ini file. kthx ))
  3. (( Do not copy the comments into the .ini file. kthx ))
  4.  
  5. // PRIMARY PARTS:
  6. // threaded <-- Controls multiple core usage (supposedly) of specific tasks. Threaded on improves loading times; except for AI.
  7. // Do not turn AudioThreading on. Known to crash.
  8. // backgroundLoad <-- Background loader helps to reduce stutter significantly. Tradeoff is lag spikes when loading exterior cells.
  9. // preloadsize <-- This .ini configured to make use of 10GBs of loadcache. Higher settings do not have significantly better effect.
  10. // harddrivecache <-- Set to 0 to prevent using paging files/HDD space. Improves performance by forcing game to use RAM.
  11.  
  12.  
  13. uGridDistantCount=7
  14. uGridsToLoad=7
  15.  
  16. // Anything with 7 is set to 7 so it is in line with uGridsToLoad 7.
  17. // Engine actually loads uGridsToLoad*8+1 cells into data.
  18. // uExterior Cell Buffer number raised automatically by engine to accommodate
  19. // need for memory. In-game console reports 64 when using 7 for uExterior Cell Buffer.
  20.  
  21. // DistantCount set to 7 to help performance while outside.
  22.  
  23.  
  24. uInterior Cell Buffer=0
  25. uExterior Cell Buffer=7
  26.  
  27. // Interior is 0 to force game engine to unload interior cell data as soon as player exits interior cell.
  28. // When using high preloadSize numbers, this helps to eliminate stuttering after leaving a building/tunnel etc.
  29. // When using low preloadSize numbers, interior cells will have red "!" markers, missing textures and NPC bodies, etc.
  30. // if still set to 0.
  31.  
  32.  
  33. // Exterior cell buffer set to a number in line with uGridsToLoad to prevent game from storing too much data
  34. // in RAM. This forces it to unload data from cells no longer within 7 cell view distance.
  35.  
  36.  
  37. bUseThreadedBlood=1
  38. bUseThreadedMorpher=1
  39.  
  40. bUseObliqueFrustumCulling=1
  41.  
  42. // FrustumCulling is a leftover from Oblivion. Method may have been deprecated as of Fallout 3. May still be in code.
  43. // Supposedly improves performance.
  44.  
  45. bPreemptivelyUnloadCells=1
  46.  
  47.  
  48. // bPreemptivelyUnloadCells can potentially cause instability on other set-ups. If crashing, set to 0.
  49. // A symptom of this are glossy white textures appearing on body parts of characters after extended play in this set-up config.
  50. // (If you see these textures, save immediately and restart game).
  51.  
  52. // This should improve performance with this .ini set-up when using RAM. If HardDriveCache is 1 and
  53. // this is on, it may cause hang-ups, lock-ups, and crashes.
  54.  
  55.  
  56. iPreloadSizeLimit=10737418240
  57. bUseHardDriveCache=0
  58.  
  59. // bUseHardDriveCache 0 forces it to use RAM to load and unload data. I have my .exe hexxed to set the Large Address Aware flag
  60. // to 1 to enable the app up to 3GBs of data before crashing. Coupled with the background loader and bPreemptivelyUnloadCells, it
  61. // should stay around 2GBs of Windows program alloted memory usage with large amounts of mods for a few hours.
  62.  
  63.  
  64. bUseThreadedParticleSystem=1
  65.  
  66. bUseThreadedAI=0
  67. iNumHWThreads=2
  68.  
  69. // Supposedly the number of CPU cores to use. It crashes for me when set to anything other than 2 or when missing
  70. // from the ini file.
  71.  
  72. // Threaded AI off to help AI performance. Seems to reduce stutter with it off, needs more testing.
  73.  
  74.  
  75.  
  76.  
  77. bLoadFaceGenHeadEGTFiles=1
  78.  
  79. // As far as NV testing goes: Randomly generated NPCs or generic NPCs may have mismatched head/body colors with this on.
  80. // Manually created, specific NPCs have improved skintone matching with this on.
  81. // Undoubtedly varies by game, textures in /data/ and set-up, etc.
  82. // Set to 0 again if skintone matching is not improved.
  83.  
  84.  
  85. fDecalLifetime=5000.0000
  86.  
  87.  
  88. // Optional. Sets decals like blood to stay around for 5000 seconds.
  89.  
  90.  
  91. fLightLODDefaultStartFade=6022.0000
  92. fLightLODRange=6024.0000
  93. fLightLODMinStartFade=6021.0000
  94. fLightLODMaxStartFade=6024.0000
  95. fShadowLODDefaultStartFade=3024.0000
  96. fShadowLODRange=3024.0000
  97. fShadowLODMinStartFade=100.0000
  98. fShadowLODMaxStartFade=1000.0000
  99. fSpecularLODDefaultStartFade=1022.0000
  100. fSpecularLODRange=1024.0000
  101. fSpecularLODMinStartFade=1020.0000
  102. fSpecularLODMaxStartFade=1024.0000
  103.  
  104.  
  105. // Above is optional. Increases specularity viewing distance, while increasing light/shadow viewing distance (up to 6 cells away)
  106. // If lowering UGrids, be sure to set below 6000 units
  107.  
  108.  
  109.  
  110. bAllow30Shaders=1
  111.  
  112. // Optional, graphical change non-performance related.
  113. // As far as NV Testing goes: With ENB, grass and foilage alphas are most noticeably affected with it on/off.
  114.  
  115.  
  116. iMaxDecalsPerFrame=1000
  117.  
  118. // Optional, allows for more blood and other decals on screen at once.
  119.  
  120.  
  121. ///iActorShadowCount=0 <-- If you have problems with ENB and actor shadowing. Can also turn off bDrawShadows=1.
  122.  
  123.  
  124.  
  125.  
  126. iPresentInterval=0
  127.  
  128. // iPresentInterval is v-sync. V-sync always off my Nigerian friends.
  129.  
  130.  
  131.  
  132. fMinBloodDamage=1.0
  133.  
  134. // Minimum damage taken before a blood splotch appears on an NPC or character.
  135.  
  136. iShadowFilter=2
  137. iShadowMapResolution=2048
  138.  
  139.  
  140.  
  141. iActorShadowCountInt=12
  142. iActorShadowCountExt=12
  143.  
  144.  
  145. // Optional, graphical change non-performance related. Increases shadow res and sets a moderate number of shadows per actor.
  146.  
  147.  
  148. bEnableEnviroEffectsOnPC=1
  149. iAudioCacheSize=32768
  150.  
  151.  
  152. // Optional, audio change non-performance related. Increases audio chache moderately and turns on
  153. // physcadellic acid induced audio enviro effects for dialog where appropriate.
  154.  
  155.  
  156. iConsoleHistorySize=500
  157.  
  158. // Increases messages stored in developer console.
  159.  
  160.  
  161. iBackgroundLoadExtraMaxFPS=30
  162. iBackgroundLoadExtraMinFPS=1
  163.  
  164. // Engine locks and hangs if Max is above 50 or minimum is too high (or not 1). Too much performance chokes engine,
  165. // too little performance when loading massive files chokes engine.
  166.  
  167.  
  168. iBackgroundLoadExtraMilliseconds=4
  169.  
  170. // Decreases stuttering, but potentially introduces a bug that causes uneven terrain to bounce creatures/NPCs on it in a
  171. // rubberbanding trampoline fashion. Quite amusing.
  172.  
  173.  
  174. bUseBackgroundFileLoader=0
  175. bBackgroundLoadLipFiles=1
  176. bLoadBackgroundFaceGen=1
  177. bCloneModelsInBackground=1
  178.  
  179. // Important: FileLoader 0 does decrease performance between cell loads, but if set to 1 in tandem with other
  180. // backgroundloaders decreases stability. Lip, FaceGen, and CloneModels help to eliminate stutter with lots of
  181. // NPCs on screen, generally.
  182.  
  183. // These settings can be reversed. FileLoader = 1 and the rest 0. This is somehow stable and stuttering is reduced when
  184. // actors running evaluate package commands or doing lots of pathing calculations are present.
  185.  
  186. // Setting Lip, FaceGen, or Clone Models on or off independently seems to decrease stability.
  187.  
  188.  
  189. fLODFadeOutMultObjects=7
  190. fLODFadeOutMultActors=7
  191.  
  192. // Coincides with uGridstoLoad. Do not set above UGridsToLoad or it will cause crashes.
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