Guest User

Untitled

a guest
Feb 2nd, 2019
348
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 26.14 KB | None | 0 0
  1. # WARNING: If this file is named settings-default.cfg, then editing
  2. # this file might have no effect, as these settings may be overwritten
  3. # by your user settings.cfg file (see documentation for its location).
  4. #
  5. # This file provides minimal documentation for each setting, and
  6. # ranges of recommended values. For detailed explanations of the
  7. # significance of each setting, interaction with other settings, hard
  8. # limits on value ranges and more information in general, please read
  9. # the detailed documentation at:
  10. #
  11. # https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html
  12. #
  13.  
  14. [Camera]
  15.  
  16. # Near clipping plane (>0.0, e.g. 0.01 to 18.0).
  17. near clip = 1
  18.  
  19. # Cull objects that occupy less than 'small feature culling pixel size' on the screen.
  20. small feature culling = true
  21.  
  22. small feature culling pixel size = 2.0
  23.  
  24. # Maximum visible distance (e.g. 2000.0 to 6666.0). Caution: this setting
  25. # can dramatically affect performance, see documentation for details.
  26. viewing distance = 6666.0
  27.  
  28. # Camera field of view in degrees (e.g. 30.0 to 110.0).
  29. # Does not affect the player's hands in the first person camera.
  30. field of view = 55.0
  31.  
  32. # Field of view for first person meshes (i.e. the player's hands)
  33. # Best to leave this at the default since vanilla assets are not complete enough to adapt to high FoV's. Too low FoV would clip the hands off screen.
  34. first person field of view = 55.0
  35.  
  36. [Cells]
  37.  
  38. # Adjacent exterior cells loaded (>0). Caution: this setting can
  39. # dramatically affect performance, see documentation for details.
  40. exterior cell load distance = 1
  41.  
  42. # Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled.
  43. preload enabled = true
  44.  
  45. # The number of threads to be used for preloading operations.
  46. preload num threads = 1
  47.  
  48. # Preload adjacent cells when moving close to an exterior cell border.
  49. preload exterior grid = true
  50.  
  51. # Preload possible fast travel destinations.
  52. preload fast travel = false
  53.  
  54. # Preload the locations that doors lead to.
  55. preload doors = true
  56.  
  57. # Preloading distance threshold
  58. preload distance = 1000
  59.  
  60. # Controls whether or not the nodes/collision shapes are pre-"instanced" (i.e. cloned) when a cell is preloaded.
  61. # Enabling this option slightly reduces the time it takes to transition into a preloaded cell, but also results in higher memory usage
  62. # proportional to the number of cells that are preloaded.
  63. preload instances = true
  64.  
  65. # The minimum amount of cells in the preload cache before unused cells start to get thrown out (see "preload cell expiry delay").
  66. # This value should be lower or equal to 'preload cell cache max'.
  67. preload cell cache min = 12
  68.  
  69. # The maximum amount of cells in the preload cache. A too high value could cause you to run out of memory.
  70. # You may need to reduce this setting when running lots of mods or high-res texture replacers.
  71. preload cell cache max = 20
  72.  
  73. # How long to keep preloaded cells in cache after they're no longer referenced/required (in seconds)
  74. preload cell expiry delay = 5
  75.  
  76. # The predicted position of the player N seconds in the future will be used for preloading cells and distant terrain
  77. prediction time = 1
  78.  
  79. # How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds)
  80. cache expiry delay = 5
  81.  
  82. # Affects the time to be set aside each frame for graphics preloading operations
  83. target framerate = 60
  84.  
  85. # The count of pointers, that will be saved for a faster search by object ID.
  86. pointers cache size = 40
  87.  
  88. [Terrain]
  89.  
  90. # If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells
  91. distant terrain = false
  92.  
  93. [Fog]
  94.  
  95. # If true, use extended fog parameters for distant terrain not controlled by
  96. # viewing distance. If false, use the standard fog calculations.
  97. use distant fog = false
  98.  
  99. distant land fog start = 16384
  100.  
  101. distant land fog end = 40960
  102.  
  103. distant underwater fog start = -4096
  104.  
  105. distant underwater fog end = 2457.6
  106.  
  107. distant interior fog start = 0
  108.  
  109. distant interior fog end = 16384
  110.  
  111. [Map]
  112.  
  113. # Size of each exterior cell in pixels in the world map. (e.g. 12 to 24).
  114. # Warning: affects explored areas in save files, see documentation.
  115. global map cell size = 18
  116.  
  117. # Zoom level in pixels for HUD map widget. 64 is one cell, 128 is 1/4
  118. # cell, 256 is 1/8 cell. See documentation for details. (e.g. 64 to 256).
  119. local map hud widget size = 256
  120.  
  121. # Enables Fog of War rendering on the HUD map. Default is Off since with default settings
  122. # the map is so small that the fog would not obscure anything, just darken the edges slightly.
  123. local map hud fog of war = false
  124.  
  125. # Resolution of local map in GUI window in pixels. See documentation
  126. # for details which may affect cell load performance. (e.g. 128 to 1024).
  127. local map resolution = 256
  128.  
  129. # Size of local map in GUI window in pixels. (e.g. 256 to 1024).
  130. local map widget size = 512
  131.  
  132. # Similar to "[Cells] exterior cell load distance", controls
  133. # how many cells are rendered on the local map. Values higher than the default
  134. # may result in longer loading times.
  135. local map cell distance = 1
  136.  
  137. # If true, map in world mode, otherwise in local mode
  138. global = true
  139.  
  140. [GUI]
  141.  
  142. # Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger).
  143. scaling factor = 1.0
  144.  
  145. # Size of in-game fonts
  146. font size = 16
  147.  
  148. # Resolution of TrueType fonts glyphs
  149. ttf resolution = 96
  150.  
  151. # Transparency of GUI windows (0.0 to 1.0, transparent to opaque).
  152. menu transparency = 0.84
  153.  
  154. # Time until tool tip appears when hovering over an object (0.0 is
  155. # instantly, 1.0 is the maximum delay of about 1.5 seconds).
  156. tooltip delay = 0.0
  157.  
  158. # Stretch menus, load screens, etc. to the window aspect ratio.
  159. stretch menu background = false
  160.  
  161. # Subtitles for NPC spoken dialog and some sound effects.
  162. subtitles = false
  163.  
  164. # Red flash visually showing player damage.
  165. hit fader = true
  166.  
  167. # Werewolf overlay border around screen or window.
  168. werewolf overlay = true
  169.  
  170. # Color for tool tips and crosshair when owned by an NPC (R G B A).
  171. color background owned = 0.15 0.0 0.0 1.0
  172. color crosshair owned = 1.0 0.15 0.15 1.0
  173.  
  174. # Controls whether Arrow keys, Movement keys, Tab/Shift-Tab and Spacebar/Enter/Activate may be used to navigate GUI buttons.
  175. keyboard navigation = true
  176.  
  177. [HUD]
  178.  
  179. # Displays the crosshair or reticle when not in GUI mode.
  180. crosshair = true
  181.  
  182. [Game]
  183.  
  184. # Color crosshair and tool tip when object is owned by an NPC. (O is
  185. # no color, 1 is tool tip only, 2 is crosshair only, and 3 is both).
  186. show owned = 3
  187.  
  188. # Show damage bonus of arrow and bolts.
  189. show projectile damage = true
  190.  
  191. # Show additional weapon info: reach and attack speed
  192. show melee info = true
  193.  
  194. # Show success probability in self-enchant dialog
  195. show enchant chance = true
  196.  
  197. # Always use the best mode of attack: e.g. chop, slash or thrust.
  198. best attack = true
  199.  
  200. # Difficulty. Expressed as damage dealt and received. (e.g. -100 to 100).
  201. difficulty = 0
  202.  
  203. # The maximum range of actor AI, animations and physics updates.
  204. actors processing range = 7168
  205.  
  206. # Make reflected Absorb spells have no practical effect, like in Morrowind.
  207. classic reflected absorb spells behavior = true
  208.  
  209. # Show duration of magic effect and lights in the spells window.
  210. show effect duration = true
  211.  
  212. # Account for the first follower in fast travel cost calculations.
  213. charge for every follower travelling = true
  214.  
  215. # Prevent merchants from equipping items that are sold to them.
  216. prevent merchant equipping = true
  217.  
  218. # Make enchanted weaponry without Magical flag bypass normal weapons resistance
  219. enchanted weapons are magical = true
  220.  
  221. # Make player followers and escorters start combat with enemies who have started combat with them
  222. # or the player. Otherwise they wait for the enemies or the player to do an attack first.
  223. followers attack on sight = true
  224.  
  225. # Can loot non-fighting actors during death animation
  226. can loot during death animation = true
  227.  
  228. # Make the value of filled soul gems dependent only on soul magnitude (with formula from the Morrowind Code Patch)
  229. rebalance soul gem values = true
  230.  
  231. # Allow to load per-group KF-files from Animations folder
  232. use additional anim sources = false
  233.  
  234. # Make the disposition change of merchants caused by barter dealings permanent
  235. barter disposition change is permanent = true
  236.  
  237. # Uses the MCP formula (damage * (strength / 40)) to factor Strength into hand-to-hand combat.
  238. # (0 means it does not factor it in, 1 means it factors into werewolves damage calculation and
  239. # 2 means werewolves are ignored)
  240. strength influences hand to hand = 2
  241.  
  242. # Render holstered weapons (with quivers and scabbards), requires modded assets
  243. weapon sheathing = false
  244.  
  245. [General]
  246.  
  247. # Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
  248. anisotropy = 16
  249.  
  250. # File format for screenshots. (jpg, png, tga, and possibly more).
  251. screenshot format = png
  252.  
  253. # Texture magnification filter type. (nearest or linear).
  254. texture mag filter = linear
  255.  
  256. # Texture minification filter type. (nearest or linear).
  257. texture min filter = linear
  258.  
  259. # Texture mipmap type. (none, nearest, or linear).
  260. texture mipmap = nearest
  261.  
  262. [Shaders]
  263.  
  264. # Force rendering with shaders. By default, only bump-mapped objects will use shaders.
  265. # Enabling this option may cause slightly different visuals if the "clamp lighting" option
  266. # is set to false. Otherwise, there should not be a visual difference.
  267. force shaders = true
  268.  
  269. # Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
  270. # Has no effect if the 'force shaders' option is false.
  271. # Enabling per-pixel lighting can result in visual differences to the original MW engine. It is not
  272. # recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind
  273. # rely on vertex lighting to look as intended.
  274. force per pixel lighting = false
  275.  
  276. # Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
  277. # Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain.
  278. # Setting this option to 'true' results in fixed-function compatible lighting, but the lighting
  279. # may appear 'dull' and there might be color shifts.
  280. # Setting this option to 'false' results in more realistic lighting.
  281. clamp lighting = true
  282.  
  283. # If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
  284. # (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
  285. # If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file).
  286. # Affects objects.
  287. auto use object normal maps = false
  288.  
  289. # If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
  290. # (see 'specular map pattern', e.g. for a base texture foo.dds, the specular map texture would have to be named foo_spec.dds).
  291. # If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.osg file, not supported in .nif files).
  292. # Affects objects.
  293. auto use object specular maps = false
  294.  
  295. # See 'auto use object normal maps'. Affects terrain.
  296. auto use terrain normal maps = false
  297.  
  298. # If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture
  299. # must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
  300. auto use terrain specular maps = false
  301.  
  302. # The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps')
  303. normal map pattern = _n
  304.  
  305. # Alternative filename pattern to probe for when detecting normal maps. Files with this pattern are expected to include 'height' in the alpha channel.
  306. # This height is used for parallax effects. Works for both terrain and objects.
  307. normal height map pattern = _nh
  308.  
  309. # The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
  310. specular map pattern = _spec
  311.  
  312. # The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
  313. terrain specular map pattern = _diffusespec
  314.  
  315. [Input]
  316.  
  317. # Capture control of the cursor prevent movement outside the window.
  318. grab cursor = false
  319.  
  320. # Key controlling sneak toggles setting instead of being held down.
  321. toggle sneak = true
  322.  
  323. # Player is running by default.
  324. always run = true
  325.  
  326. # Zoom in and out from player in third person view with mouse wheel.
  327. allow third person zoom = true
  328.  
  329. # Camera sensitivity when not in GUI mode. (>0.0, e.g. 0.1 to 5.0).
  330. camera sensitivity = 0.34
  331.  
  332. # Vertical camera sensitivity multiplier when not in GUI mode.
  333. # (>0.0, Because it's a multiplier values should be near 1.0)
  334. camera y multiplier = 1.0
  335.  
  336. # Invert the horizontal axis while not in GUI mode.
  337. invert x axis = false
  338.  
  339. # Invert the vertical axis while not in GUI mode.
  340. invert y axis = false
  341.  
  342. [Saves]
  343.  
  344. # Name of last character played, and default for loading save files.
  345. character = Lhotun
  346.  
  347. # Automatically save the game whenever the player rests.
  348. autosave = false
  349.  
  350. # Display the time played on each save file in the load menu.
  351. timeplayed = false
  352.  
  353. # The maximum number of quick (or auto) save slots to have.
  354. # If all slots are used, the oldest save is reused
  355. max quicksaves = 1
  356.  
  357. [Sound]
  358.  
  359. # Name of audio device file. Blank means use the default device.
  360. device =
  361.  
  362. # Volumes are 0.0 for silent and 1.0 for the maximum volume.
  363.  
  364. # Master volume. Controls all other volumes.
  365. master volume = 0.076608
  366.  
  367. # Footsteps volume.
  368. footsteps volume = 0.2
  369.  
  370. # Music tracks volume.
  371. music volume = 0.437644
  372.  
  373. # Sound effects volume.
  374. sfx volume = 1.0
  375.  
  376. # Voice dialog volume.
  377. voice volume = 0.8
  378.  
  379. # Minimum size to use for the sound buffer cache, in MB. When the cache is
  380. # filled, old buffers will be unloaded until it's using no more than this much
  381. # memory. Must be less than or equal to 'buffer cache max'.
  382. buffer cache min = 56
  383.  
  384. # Maximum size to use for the sound buffer cache, in MB. The cache can use up
  385. # to this much memory until old buffers get purged.
  386. buffer cache max = 64
  387.  
  388. # Specifies whether to enable HRTF processing. Valid values are: -1 = auto,
  389. # 0 = off, 1 = on.
  390. hrtf enable = -1
  391.  
  392. # Specifies which HRTF to use when HRTF is used. Blank means use the default.
  393. hrtf =
  394.  
  395. [Video]
  396.  
  397. # Resolution of the OpenMW window or screen.
  398. resolution x = 1280
  399. resolution y = 960
  400.  
  401. # OpenMW takes complete control of the screen.
  402. fullscreen = false
  403.  
  404. # Determines which screen OpenMW is on. (>=0).
  405. screen = 0
  406.  
  407. # Minimize OpenMW if it loses cursor or keyboard focus.
  408. minimize on focus loss = true
  409.  
  410. # An operating system border is drawn around the OpenMW window.
  411. window border = false
  412.  
  413. # Anti-aliasing reduces jagged polygon edges. (0, 2, 4, 8, 16).
  414. antialiasing = 16
  415.  
  416. # Enable vertical syncing to reduce tearing defects.
  417. vsync = false
  418.  
  419. # Maximum frames per second. 0.0 is unlimited, or >0.0 to limit.
  420. framerate limit = 220.0
  421.  
  422. # Game video contrast. (>0.0). No effect in Linux.
  423. contrast = 1.0
  424.  
  425. # Video gamma setting. (>0.0). No effect in Linux.
  426. gamma = 1.0
  427.  
  428. # Type of screenshot to take (regular, cylindrical, spherical or planet), optionally followed by
  429. # screenshot width, height and cubemap resolution in pixels. (e.g. spherical 1600 1000 1200)
  430. screenshot type = regular
  431.  
  432. [Water]
  433.  
  434. # Enable water shader with reflections and optionally refraction.
  435. shader = true
  436.  
  437. # Reflection and refraction texture size in pixels. (512, 1024, 2048).
  438. rtt size = 512
  439.  
  440. # Enable refraction which affects visibility through water plane.
  441. refraction = true
  442.  
  443. # Draw NPCs and creatures on water reflections.
  444. reflect actors = true
  445.  
  446. # Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures.
  447. small feature culling pixel size = 20.0
  448.  
  449. # By what factor water downscales objects. Only works with water shader and refractions on.
  450. refraction scale = 1.0
  451.  
  452. [Windows]
  453.  
  454. # Location and sizes of windows as a fraction of the OpenMW window or
  455. # screen size. (0.0 to 1.0). X & Y, Width & Height.
  456.  
  457. # Stats window displaying level, race, class, skills and stats.
  458. stats x = 0.015
  459. stats y = 0.015
  460. stats w = 0.4275
  461. stats h = 0.45
  462. # Stats window pin status
  463. stats pin = false
  464.  
  465. # Spells window displaying powers, spells, and magical items.
  466. spells x = 0.63
  467. spells y = 0.39
  468. spells w = 0.36
  469. spells h = 0.51
  470. # Spells window pin status
  471. spells pin = false
  472.  
  473. # Local and world map window.
  474. map x = 0.63
  475. map y = 0.015
  476. map w = 0.36
  477. map h = 0.37
  478. # Map window pin status
  479. map pin = false
  480.  
  481. # Dialog window for talking with NPCs.
  482. dialogue x = 0.15
  483. dialogue y = 0.5
  484. dialogue w = 0.7
  485. dialogue h = 0.45
  486.  
  487. # Alchemy window for crafting potions.
  488. alchemy x = 0.25
  489. alchemy y = 0.25
  490. alchemy w = 0.5
  491. alchemy h = 0.5
  492.  
  493. # Console command window for debugging commands.
  494. console x = 0.015
  495. console y = 0.015
  496. console w = 1.0
  497. console h = 0.5
  498.  
  499. # Player inventory window when explicitly opened.
  500. inventory x = 0.015
  501. inventory y = 0.54
  502. inventory w = 0.45
  503. inventory h = 0.38
  504. # Inventory window pin status
  505. inventory pin = false
  506.  
  507. # Player inventory window when searching a container.
  508. inventory container x = 0.015
  509. inventory container y = 0.54
  510. inventory container w = 0.45
  511. inventory container h = 0.38
  512.  
  513. # Player inventory window when bartering with a shopkeeper.
  514. inventory barter x = 0.015
  515. inventory barter y = 0.54
  516. inventory barter w = 0.45
  517. inventory barter h = 0.38
  518.  
  519. # Player inventory window when trading with a companion.
  520. inventory companion x = 0.015
  521. inventory companion y = 0.54
  522. inventory companion w = 0.45
  523. inventory companion h = 0.38
  524.  
  525. # Container inventory when searching a container.
  526. container x = 0.49
  527. container y = 0.54
  528. container w = 0.39
  529. container h = 0.38
  530.  
  531. # NPC inventory window when bartering with a shopkeeper.
  532. barter x = 0.6
  533. barter y = 0.27
  534. barter w = 0.38
  535. barter h = 0.63
  536.  
  537. # NPC inventory window when trading with a companion.
  538. companion x = 0.6
  539. companion y = 0.27
  540. companion w = 0.38
  541. companion h = 0.63
  542.  
  543. [Navigator]
  544.  
  545. # Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry.
  546. # Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
  547. # "recast scale factor" / "cell size". Default value calculates by this equation:
  548. # sStepSizeUp * "recast scale factor" / "cell size" = 3 (max climb height should be equal to 3 voxels)
  549. recast scale factor = 0.017647058823529415
  550.  
  551. # The z-axis cell size to use for fields. (value > 0.0)
  552. # Defines voxel/grid/cell size. So their values have significant
  553. # side effects on all parameters defined in voxel units.
  554. # The minimum value for this parameter depends on the platform's floating point
  555. # accuracy, with the practical minimum usually around 0.05.
  556. # Same default value is used in RecastDemo.
  557. cell height = 0.2
  558.  
  559. # The xy-plane cell size to use for fields. (value > 0.0)
  560. # Defines voxel/grid/cell size. So their values have significant
  561. # side effects on all parameters defined in voxel units.
  562. # The minimum value for this parameter depends on the platform's floating point
  563. # accuracy, with the practical minimum usually around 0.05.
  564. # Same default value is used in RecastDemo.
  565. cell size = 0.2
  566.  
  567. # Sets the sampling distance to use when generating the detail mesh. (value = 0.0 or value >= 0.9)
  568. detail sample dist = 6.0
  569.  
  570. # The maximum distance the detail mesh surface should deviate from heightfield data. (value >= 0.0)
  571. detail sample max error = 1.0
  572.  
  573. # The maximum distance a simplfied contour's border edges should deviate the original raw contour. (value >= 0.0)
  574. max simplification error = 1.3
  575.  
  576. # The width and height of each tile. (value > 0)
  577. tile size = 64
  578.  
  579. # The size of the non-navigable border around the heightfield. (value >= 0)
  580. border size = 16
  581.  
  582. # The maximum allowed length for contour edges along the border of the mesh. (value >= 0)
  583. max edge len = 12
  584.  
  585. # Maximum number of search nodes. (0 < value <= 65535)
  586. max nav mesh query nodes = 2048
  587.  
  588. # Maximum number of polygons per navmesh tile (value = 2^n, 0 < n < 22). Maximum number of navmesh tiles depends on
  589. # this value. 22 bits is a limit to store both tile identifier and polygon identifier (tiles = 2^(22 - log2(polygons))).
  590. # See recastnavigation for more details.
  591. max polygons per tile = 4096
  592.  
  593. # The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. (value >= 3)
  594. max verts per poly = 6
  595.  
  596. # Any regions with a span count smaller than this value will, if possible, be merged with larger regions. (value >= 0)
  597. region merge size = 20
  598.  
  599. # The minimum number of cells allowed to form isolated island areas. (value >= 0)
  600. region min size = 8
  601.  
  602. # Number of background threads to update nav mesh (value >= 1)
  603. async nav mesh updater threads = 1
  604.  
  605. # Maximum total cached size of all nav mesh tiles in bytes (value >= 0)
  606. max nav mesh tiles cache size = 268435456
  607.  
  608. # Maximum size of path over polygons (value > 0)
  609. max polygon path size = 1024
  610.  
  611. # Maximum size of smoothed path (value > 0)
  612. max smooth path size = 1024
  613.  
  614. # Maximum number of triangles in each node of mesh AABB tree (value > 0)
  615. triangles per chunk = 256
  616.  
  617. # Enable debug log (true, false)
  618. enable log = false
  619.  
  620. # Write debug log to this file
  621. log path = detournavigator.log
  622.  
  623. # Write recast mesh to file in .obj format for each use to update nav mesh (true, false)
  624. enable write recast mesh to file = false
  625.  
  626. # Write NavMesh to file to be able to open by RecastDemo (true, false)
  627. enable write nav mesh to file = false
  628.  
  629. # Write each recast mesh file with revision in name. Otherwise will rewrite same file. (true, false)
  630. enable recast mesh file name revision = false
  631.  
  632. # Write each nav mesh file with revision in name. Otherwise will rewrite same file. (true, false)
  633. enable nav mesh file name revision = false
  634.  
  635. # Write recast mesh file at path with this prefix
  636. recast mesh path prefix =
  637.  
  638. # Write nav mesh file at path with this prefix
  639. nav mesh path prefix =
  640.  
  641. # Render nav mesh (true, false)
  642. enable nav mesh render = false
  643.  
  644. # Render agents paths (true, false)
  645. enable agents paths render = false
  646.  
  647. [Shadows]
  648. # Enable or disable shadows. Bear in mind that this will force OpenMW to use shaders as if "[Shaders]/force shaders" was set to true.
  649. enable shadows = true
  650. # 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.
  651. number of shadow maps = 3
  652. # 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.
  653. allow shadow map overlap = true
  654. # 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.
  655. split point uniform logarithmic ratio = 1.0
  656. # 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.
  657. split point bias = 0.0
  658. # Enable the debug hud to see what the shadow map(s) contain.
  659. enable debug hud = false
  660. # Enable the debug overlay to see where each shadow map affects.
  661. enable debug overlay = false
  662. # 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.
  663. compute tight scene bounds = true
  664. # 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.
  665. shadow map resolution = 2048
  666. # 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.
  667. minimum lispsm near far ratio = 0.25
  668. # Used as the factor parameter for the polygon offset used for shadow map rendering. Higher values reduce shadow flicker, but risk increasing Peter Panning. See https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glPolygonOffset.xhtml for details.
  669. polygon offset factor = 4
  670. # Used as the units parameter for the polygon offset used for shadow map rendering. Higher values reduce shadow flicker, but risk increasing Peter Panning. See https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glPolygonOffset.xhtml for details.
  671. polygon offset units = 1
  672. # Excludes theoretically unnecessary faces from shadow maps, slightly increasing performance. In practice, Peter Panning can be much less visible with these faces included, so if you have high polygon offset values, disabling this may help minimise the side effects.
  673. use front face culling = false
  674. # Allow actors to cast shadows. Potentially decreases performance.
  675. actor shadows = true
  676. # Allow the player to cast shadows. Potentially decreases performance.
  677. player shadows = true
  678. # Allow terrain to cast shadows. Potentially decreases performance.
  679. terrain shadows = true
  680. # Allow world objects to cast shadows. Potentially decreases performance.
  681. object shadows = true
  682. # Allow shadows indoors. Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.
  683. enable indoor shadows = true
Add Comment
Please, Sign In to add comment