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Aug 3rd, 2018
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  1. [Camera]
  2. near clip = 1
  3. small feature culling = true
  4. small feature culling pixel size = 8.0
  5. viewing distance = 6666
  6. field of view = 55
  7.  
  8. [Cells]
  9. exterior cell load distance = 1
  10. preload enabled = true
  11. preload num threads = 2
  12. preload exterior grid = true
  13. preload fast travel = false
  14. preload doors = true
  15. preload distance = 1500
  16. preload instances = true
  17. preload cell cache min = 12
  18. preload cell cache max = 20
  19. preload cell expiry delay = 5
  20. prediction time = 2
  21. cache expiry delay = 5
  22. target framerate = 60
  23. pointers cache size = 40
  24.  
  25. [GUI]
  26. color background owned = 0.15 0 0 1
  27. color crosshair owned = 1 0.15 0.15 1
  28. hit fader = true
  29. menu transparency = 0.84
  30. scaling factor = 1.0
  31. stretch menu background = false
  32. subtitles = false
  33. tooltip delay = 0
  34. werewolf overlay = true
  35.  
  36. [Game]
  37. best attack = true
  38. difficulty = 0
  39. show effect duration = true
  40. show owned = 1
  41. prevent merchant equipping = true
  42. followers attack on sight = true
  43. rebalance soul gem values = true
  44. show enchant chance = true
  45. show melee info = true
  46. show projectile damage = true
  47.  
  48. [General]
  49. anisotropy = 16
  50. field of view = 55
  51. screenshot format = png
  52. texture mipmap = linear
  53.  
  54. [Shaders]
  55. force shaders = true
  56. force per pixel lighting = true
  57. clamp lighting = false
  58. auto use object normal maps = true
  59. auto use object specular maps = true
  60. auto use terrain normal maps = true
  61. auto use terrain specular maps = true
  62.  
  63. texture mipmap = linear
  64. [HUD]
  65. crosshair = true
  66.  
  67. [Input]
  68. allow third person zoom = true
  69. always run = false
  70. camera sensitivity = 0.344014
  71. camera y multiplier = 1.0
  72. grab cursor = false
  73. invert y axis = false
  74. toggle sneak = true
  75. ui sensitivity = 1.0
  76.  
  77. [Map]
  78. global map cell size = 18
  79. local map hud widget size = 256
  80. local map resolution = 256
  81. local map widget size = 512
  82.  
  83. global = false
  84. [Objects]
  85. shaders = false
  86.  
  87. [Saves]
  88. autosave = false
  89. character = Lhotun
  90. timeplayed = false
  91.  
  92. [Sound]
  93. footsteps volume = 0.2
  94. master volume = 0.5
  95. music volume = 0.5
  96. sfx volume = 1.0
  97. voice volume = 0.8
  98.  
  99. [Terrain]
  100. distant terrain = false
  101.  
  102. [Video]
  103. antialiasing = 16
  104. contrast = 1.00
  105. framerate limit = 120
  106. fullscreen = false
  107. gamma = 1.00982
  108. minimize on focus loss = true
  109. resolution x = 1280
  110. resolution y = 960
  111. screen = 0
  112. vsync = false
  113. window border = true
  114.  
  115. [Water]
  116. refraction = true
  117. rtt size = 2048
  118. shader = true
  119. small feature culling pixel size = 40.0
  120. refraction scale = 0.75
  121. reflect actors = true
  122.  
  123. [Windows]
  124. alchemy h = 0.5
  125. alchemy w = 0.5
  126. alchemy x = 0.25
  127. alchemy y = 0.25
  128. barter h = 0.52821
  129. barter w = 0.484896
  130. barter x = 0.514583
  131. barter y = 0.336576
  132. companion h = 0.375
  133. companion w = 0.75
  134. companion x = 0.25
  135. companion y = 0
  136. console h = 0.25625
  137. console w = 0.255469
  138. console x = 0
  139. console y = 0.0541667
  140. container h = 0.360895
  141. container w = 0.410417
  142. container x = 0.223438
  143. container y = 0.0622568
  144. dialogue h = 0.345098
  145. dialogue w = 0.632813
  146. dialogue x = 0.136458
  147. dialogue y = 0.528431
  148. inventory barter h = 0.527237
  149. inventory barter w = 0.516146
  150. inventory barter x = 0
  151. inventory barter y = 0.336576
  152. inventory companion h = 0.5725
  153. inventory companion w = 0.6225
  154. inventory companion x = 0
  155. inventory companion y = 0.4275
  156. inventory container h = 0.570588
  157. inventory container w = 0.628125
  158. inventory container x = 0.0078125
  159. inventory container y = 0.42451
  160. inventory h = 0.45098
  161. inventory w = 0.6125
  162. inventory x = 0
  163. inventory y = 0.54902
  164. map h = 0.464583
  165. map w = 0.371094
  166. map x = 0.596094
  167. map y = 0
  168. spells h = 0.451362
  169. spells w = 0.375
  170. spells x = 0.613542
  171. spells y = 0.548638
  172. stats h = 0.491667
  173. stats w = 0.376563
  174. stats x = 0
  175. stats y = 0
  176. map pin = false
  177. stats pin = false
  178. inventory pin = false
  179.  
  180. [Shadows]
  181. # Enable or disable shadows. Bear in mind that this will force OpenMW to use shaders as if "[Shaders]/force shaders" was set to true.
  182. enable shadows = true
  183. # 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.
  184. number of shadow maps = 3
  185. # If true, allow shadow maps to overlap. Counter-intuitively, will produce better results when the light is behind the camera. When enabled, OpenMW uses Cascaded Shadow Maps and when disabled, it uses Parallel Split Shadow Maps.
  186. allow shadow map overlap = true
  187. # Indirectly controls where to split the shadow map(s). Values closer to 1.0 bring more detail closer to the camera (potentially excessively so), and values closer to 0.0 spread it more evenly across the whole viewing distance. 0.5 is recommended for most viewing distances by the original Parallel Split Shadow Maps paper, but this does not take into account use of a Light Space Perspective transformation, so other values may be preferable. If some of the terms used here go over your head, you might not want to change this, especially not without reading the associated papers first. When "allow shadow map overlap" is combined with a higher-than-default viewing distance, values closer to 1.0 will prevent nearby shadows losing a lot of quality.
  188. split point uniform logarithmic ratio = 0.5
  189. # Indirectly controls where to split the shadow map(s). Positive values move split points away from the camera and negative values move them towards the camera. Intended to be used in conjunction with changes to 'split point uniform logarithmic ratio' to counteract side effects, but may cause additional, more serious side effects. Read the Parallel Split Shadow Maps paper by F Zhang et al before changing.
  190. split point bias = 0.0
  191. # Enable the debug hud to see what the shadow map(s) contain.
  192. enable debug hud = false
  193. # Enable the debug overlay to see where each shadow map affects.
  194. enable debug overlay = false
  195. # Attempt to better use the shadow map by making them cover a smaller area. Especially helpful when looking downwards with a high viewing distance. The performance impact of this may be very large.
  196. compute tight scene bounds = true
  197. # How large to make the shadow map(s). Higher values increase GPU load, but can produce better-looking results. Power-of-two values may turn out to be faster on some GPU/driver combinations.
  198. shadow map resolution = 2048
  199. # Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation. Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera. Increasing this pushes detail further away.
  200. minimum lispsm near far ratio = 0.25
  201. # Allow actors to cast shadows. Potentially decreases performance.
  202. actor shadows = true
  203. # Allow the player to cast shadows. Potentially decreases performance.
  204. player shadows = true
  205. # Allow terrain to cast shadows. Potentially decreases performance.
  206. terrain shadows = true
  207. # Allow world objects to cast shadows. Potentially decreases performance.
  208. object shadows = true
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