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201 lines
7.1 KiB
ReStructuredText
201 lines
7.1 KiB
ReStructuredText
Camera Settings
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###############
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near clip
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---------
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:Type: floating point
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:Range: > 0
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:Default: 1.0
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This setting controls the distance to the near clipping plane. The value must be greater than zero.
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Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character.
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Values greater than approximately 8.0 will clip the character's hands in first person view
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and/or the back of their head in third person view.
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This setting can only be configured by editing the settings configuration file.
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small feature culling
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---------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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This setting determines whether objects that render to a few pixels or smaller will be culled (not drawn).
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It generally improves performance to enable this feature,
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and by definition the culled objects will be very small on screen.
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The size in pixels for an object to be considered 'small' is controlled by a separate setting.
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This setting can only be configured by editing the settings configuration file.
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small feature culling pixel size
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--------------------------------
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:Type: floating point
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:Range: > 0
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:Default: 2.0
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Controls the cutoff in pixels for the 'small feature culling' setting,
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which will have no effect if 'small feature culling' is disabled.
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This setting can only be configured by editing the settings configuration file.
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viewing distance
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----------------
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:Type: floating point
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:Range: > 0
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:Default: 6656.0
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This value controls the maximum visible distance (also called the far clipping plane).
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Larger values significantly improve rendering in exterior spaces,
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but also increase the amount of rendered geometry and significantly reduce the frame rate.
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Note that when cells are visible before loading (when not using a Distant Land), the geometry will "pop-in" suddenly,
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creating a jarring visual effect. To prevent this effect, this value must be less than::
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(CellSizeInUnits * CellGridRadius - 1024) * 0.93
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The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many
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neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell.
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Additionally, the field of view setting also interacts with this setting because the view frustum end is a plane,
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so you can see further at the edges of the screen than you should be able to.
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This can be observed in game by looking at distant objects
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and rotating the camera so the objects are near the edge of the screen.
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As a result, this setting should further be reduced by a factor that depends on the field of view setting.
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In the default configuration this reduction is 7%, hence the factor of 0.93 above.
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Using this factor, approximate values recommended for other CellGridRadius values are:
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======= ========
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Cells Viewing
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Distance
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======= ========
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2 14285
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3 21903
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4 29522
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5 35924
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======= ========
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Reductions of up to 25% or more can be required to completely eliminate pop-in for wide fields of view
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and long viewing distances near the edges of the screen.
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Such situations are unusual and probably not worth the performance penalty introduced
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by loading geometry obscured by fog in the center of the screen.
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See RenderingManager::configureFog for the relevant source code.
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This setting can be adjusted in game from the ridiculously low value of 2048.0 to a maximum of 81920.0
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using the View Distance slider in the Detail tab of the Video panel of the Options menu.
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field of view
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-------------
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:Type: floating point
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:Range: 1-179
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:Default: 55.0
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Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
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Small values provide a very narrow field of view that creates a "zoomed in" effect,
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while large values cause distortion at the edges of the screen.
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The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios
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(e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
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This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu.
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first person field of view
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--------------------------
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:Type: floating point
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:Range: 1-179
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:Default: 55.0
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This setting controls the field of view for first person meshes such as the player's hands and held objects.
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It is not recommended to change this value from its default value
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because the Bethesda provided Morrowind assets do not adapt well to large values,
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while small values can result in the hands not being visible.
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This setting can only be configured by editing the settings configuration file.
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third person camera distance
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----------------------------
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:Type: floating point
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:Range: 30-800
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:Default: 192.0
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Distance from the camera to the character in third person mode.
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This setting can be changed in game using "Zoom In" / "Zoom Out" controls.
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view over shoulder
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------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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This setting controls third person view mode.
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False: View is centered on the character's head. Crosshair is hidden.
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True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
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This setting can be controlled in Advanced tab of the launcher.
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view over shoulder offset
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-------------------------
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:Type: 2D vector floating point
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:Range: Any
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:Default: 30 -10
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This setting makes sense only if 'view over shoulder' is enabled. Controls horizontal (first number) and vertical (second number) offset of the camera in third person mode.
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Recommened values: 30 -10 for the right shoulder, -30 -10 for the left shoulder.
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This setting can only be configured by editing the settings configuration file.
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auto switch shoulder
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--------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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This setting makes difference only in third person mode if 'view over shoulder' is enabled.
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When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.
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This setting can only be configured by editing the settings configuration file.
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zoom out when move coef
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-----------------------
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:Type: floating point
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:Range: Any
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:Default: 20
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This setting makes difference only in third person mode if 'view over shoulder' is enabled.
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Slightly pulls camera away (or closer in case of negative value) when the character moves. To disable set it to zero.
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This setting can only be configured by editing the settings configuration file.
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preview if stand still
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----------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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If enabled then the character rotation is not synchonized with the camera rotation while the character doesn't move and not in combat mode.
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This setting can only be configured by editing the settings configuration file.
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deferred preview rotation
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-------------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Makes difference only in third person mode.
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If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode.
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If disabled then the camera rotates rather than the character.
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This setting can only be configured by editing the settings configuration file.
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