From a7992cce191701e5fd857f074a40e5ea2d33ac6a Mon Sep 17 00:00:00 2001 From: Duron27 Date: Sat, 19 Oct 2024 21:40:16 -0400 Subject: [PATCH] change order --- app/settings.fallback.cfg | 48 +++++++++++++++++++-------------------- 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/app/settings.fallback.cfg b/app/settings.fallback.cfg index 696d0a27..d3bb18c5 100755 --- a/app/settings.fallback.cfg +++ b/app/settings.fallback.cfg @@ -2,10 +2,10 @@ framerate limit = 60 # Maximum rendering framerate. -resolution y = 1080 +resolution y = 0 # Hight of screen. -resolution x = 2316 +resolution x = 0 # Width of screen. window mode = 0 @@ -218,15 +218,15 @@ rendering distance = 6144.0 # A maximum distance in game units on which groundcover is rendered. [Navigator] +enable = true +# Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt. + async nav mesh updater threads = 1 # Number of background threads to update nav mesh (value >= 1). write to navmeshdb = false # Cache navigation mesh tiles to disk. -enable = true -# Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt. - [Physics] async num threads = 1 # How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread. @@ -270,20 +270,8 @@ gyro vertical sensitivity = 1.0 # Vertical camera axis sensitivity to gyroscope movement. [Shadows] -percentage closer filtering = 1 -# Smooth out shadows edges if small resolution is set. Higher values may have significant performance impact. - -shadow fade start = 0.9 -# The fraction of the limit above at which shadows begin to gradually fade away. - -maximum shadow map distance = 8192 -# The distance from the camera at which shadows completely disappear. - -compute scene bounds = bounds -# Computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation. - -shadow map resolution = 1024 -# The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact. +enable shadows = false +# Self explanitory. indoor shadows = false # Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting. @@ -300,16 +288,28 @@ terrain shadows = false object shadows = false # Enable shadows for primarily inanimate objects. May have a significant performance impact. -enable shadows = false -# Self explanitory. +percentage closer filtering = 1 +# Smooth out shadows edges if small resolution is set. Higher values may have significant performance impact. -[Water] -refraction = false -# Enable water refraction. +shadow fade start = 0.9 +# The fraction of the limit above at which shadows begin to gradually fade away. + +maximum shadow map distance = 8192 +# The distance from the camera at which shadows completely disappear. + +compute scene bounds = bounds +# Computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation. +shadow map resolution = 1024 +# The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact. + +[Water] shader = true # Enable water shader. +refraction = false +# Enable water refraction. + refraction scale = 1.0 # By what factor water downscales objects. Only works with water shader and refractions on.