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104 lines
4.5 KiB
ReStructuredText
104 lines
4.5 KiB
ReStructuredText
Terrain Settings
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################
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distant terrain
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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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Controls whether the engine will use paging and LOD algorithms to load the terrain of the entire world at all times.
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Otherwise, only the terrain of the surrounding cells is loaded.
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.. note::
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When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
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that you can actually see the additional terrain.
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To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
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regardless of the preloading settings in the 'Cells' section,
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but the preloading of terrain behind a door or a travel destination, for example,
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will still be controlled by cell preloading settings.
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The distant terrain engine is currently considered experimental
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and may receive updates and/or further configuration options in the future.
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The glaring omission of non-terrain objects in the distance somewhat limits this setting's usefulness.
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vertex lod mod
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--------------
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:Type: integer
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:Range: any
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:Default: 0
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Controls only the Vertex LOD of the terrain. The amount of terrain chunks and the detail of composite maps is left unchanged.
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Must be changed in increments of 1. Each increment will double (for positive values) or halve (for negative values) the number of vertices rendered.
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For example: -2 means 4x reduced detail, +3 means 8x increased detail.
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Note this setting will typically not affect near terrain. When set to increase detail, the detail of near terrain can not be increased
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because the detail is simply not there in the data files, and when set to reduce detail,
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the detail of near terrain will not be reduced because it was already less detailed than the far terrain (in view relative terms) to begin with.
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lod factor
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----------
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:Type: float
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:Range: >0
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:Default: 1.0
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Controls the level of detail if distant terrain is enabled.
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Higher values increase detail at the cost of performance, lower values reduce detail but increase performance.
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Note: it also changes how the Quad Tree is split.
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Increasing detail with this setting results in the visible terrain being divided into more chunks,
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where as reducing detail with this setting would reduce the number of chunks.
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Fewer terrain chunks is faster for rendering, but on the other hand a larger proportion of the entire terrain
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must be rebuilt when LOD levels change as the camera moves.
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This could result in frame drops if moving across the map at high speed.
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For this reason, it is not recommended to change this setting if you want to change the LOD.
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If you want to do that, first try using the 'vertex lod mod' setting to configure the detail of the terrain outlines
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to your liking and then use 'composite map resolution' to configure the texture detail to your liking.
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But these settings can only be changed in multiples of two, so you may want to adjust 'lod factor' afterwards for even more fine-tuning.
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composite map level
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-------------------
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:Type: integer
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:Range: >= -3
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:Default: 0
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Controls at which minimum size (in 2^value cell units) terrain chunks will start to use a composite map instead of the high-detail textures.
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With value -3 composite maps are used everywhere.
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A composite map is a pre-rendered texture that contains all the texture layers combined.
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Note that resolution of composite maps is currently always fixed at 'composite map resolution',
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regardless of the resolution of the underlying terrain textures.
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If high resolution texture replacers are used, it is recommended to increase 'composite map resolution' setting value.
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composite map resolution
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------------------------
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:Type: integer
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:Range: >0
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:Default: 512
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Controls the resolution of composite maps. Larger values result in increased detail,
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but may take longer to prepare and thus could result in longer loading times and an increased chance of frame drops during play.
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As with most other texture resolution settings, it's most efficient to use values that are powers of two.
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An easy way to observe changes to loading time is to load a save in an interior next to an exterior door
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(so it will start preloding terrain) and watch how long it takes for the 'Composite' counter on the F4 panel to fall to zero.
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max composite geometry size
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---------------------------
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:Type: float
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:Range: >=1.0
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:Default: 4.0
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Controls the maximum size of simple composite geometry chunk in cell units. With small values there will more draw calls and small textures,
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but higher values create more overdraw (not every texture layer is used everywhere).
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