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- [Camera]
- near clip = 1
- small feature culling = true
- small feature culling pixel size = 8.0
- viewing distance = 6666
- field of view = 55
- [Cells]
- exterior cell load distance = 1
- preload enabled = true
- preload num threads = 2
- preload exterior grid = true
- preload fast travel = false
- preload doors = true
- preload distance = 1500
- preload instances = true
- preload cell cache min = 12
- preload cell cache max = 20
- preload cell expiry delay = 5
- prediction time = 2
- cache expiry delay = 5
- target framerate = 60
- pointers cache size = 40
- [GUI]
- color background owned = 0.15 0 0 1
- color crosshair owned = 1 0.15 0.15 1
- hit fader = true
- menu transparency = 0.84
- scaling factor = 1.0
- stretch menu background = false
- subtitles = false
- tooltip delay = 0
- werewolf overlay = true
- [Game]
- best attack = true
- difficulty = 0
- show effect duration = true
- show owned = 1
- prevent merchant equipping = true
- followers attack on sight = true
- rebalance soul gem values = true
- show enchant chance = true
- show melee info = true
- show projectile damage = true
- [General]
- anisotropy = 16
- field of view = 55
- screenshot format = png
- texture mipmap = linear
- [Shaders]
- force shaders = true
- force per pixel lighting = true
- clamp lighting = false
- auto use object normal maps = true
- auto use object specular maps = true
- auto use terrain normal maps = true
- auto use terrain specular maps = true
- texture mipmap = linear
- [HUD]
- crosshair = true
- [Input]
- allow third person zoom = true
- always run = false
- camera sensitivity = 0.344014
- camera y multiplier = 1.0
- grab cursor = false
- invert y axis = false
- toggle sneak = true
- ui sensitivity = 1.0
- [Map]
- global map cell size = 18
- local map hud widget size = 256
- local map resolution = 256
- local map widget size = 512
- global = false
- [Objects]
- shaders = false
- [Saves]
- autosave = false
- character = Lhotun
- timeplayed = false
- [Sound]
- footsteps volume = 0.2
- master volume = 0.5
- music volume = 0.5
- sfx volume = 1.0
- voice volume = 0.8
- [Terrain]
- distant terrain = false
- [Video]
- antialiasing = 16
- contrast = 1.00
- framerate limit = 120
- fullscreen = false
- gamma = 1.00982
- minimize on focus loss = true
- resolution x = 1280
- resolution y = 960
- screen = 0
- vsync = false
- window border = true
- [Water]
- refraction = true
- rtt size = 2048
- shader = true
- small feature culling pixel size = 40.0
- refraction scale = 0.75
- reflect actors = true
- [Windows]
- alchemy h = 0.5
- alchemy w = 0.5
- alchemy x = 0.25
- alchemy y = 0.25
- barter h = 0.52821
- barter w = 0.484896
- barter x = 0.514583
- barter y = 0.336576
- companion h = 0.375
- companion w = 0.75
- companion x = 0.25
- companion y = 0
- console h = 0.25625
- console w = 0.255469
- console x = 0
- console y = 0.0541667
- container h = 0.360895
- container w = 0.410417
- container x = 0.223438
- container y = 0.0622568
- dialogue h = 0.345098
- dialogue w = 0.632813
- dialogue x = 0.136458
- dialogue y = 0.528431
- inventory barter h = 0.527237
- inventory barter w = 0.516146
- inventory barter x = 0
- inventory barter y = 0.336576
- inventory companion h = 0.5725
- inventory companion w = 0.6225
- inventory companion x = 0
- inventory companion y = 0.4275
- inventory container h = 0.570588
- inventory container w = 0.628125
- inventory container x = 0.0078125
- inventory container y = 0.42451
- inventory h = 0.45098
- inventory w = 0.6125
- inventory x = 0
- inventory y = 0.54902
- map h = 0.464583
- map w = 0.371094
- map x = 0.596094
- map y = 0
- spells h = 0.451362
- spells w = 0.375
- spells x = 0.613542
- spells y = 0.548638
- stats h = 0.491667
- stats w = 0.376563
- stats x = 0
- stats y = 0
- map pin = false
- stats pin = false
- inventory pin = false
- [Shadows]
- # Enable or disable shadows. Bear in mind that this will force OpenMW to use shaders as if "[Shaders]/force shaders" was set to true.
- enable shadows = true
- # 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.
- number of shadow maps = 3
- # 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.
- allow shadow map overlap = true
- # 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.
- split point uniform logarithmic ratio = 0.5
- # 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.
- split point bias = 0.0
- # Enable the debug hud to see what the shadow map(s) contain.
- enable debug hud = false
- # Enable the debug overlay to see where each shadow map affects.
- enable debug overlay = false
- # 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.
- compute tight scene bounds = true
- # 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.
- shadow map resolution = 2048
- # 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.
- minimum lispsm near far ratio = 0.25
- # Allow actors to cast shadows. Potentially decreases performance.
- actor shadows = true
- # Allow the player to cast shadows. Potentially decreases performance.
- player shadows = true
- # Allow terrain to cast shadows. Potentially decreases performance.
- terrain shadows = true
- # Allow world objects to cast shadows. Potentially decreases performance.
- object shadows = true
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