CptStern
suckmonkey
- Joined
- May 5, 2004
- Messages
- 10,303
- Reaction score
- 62
post your tweaks here
dev posted at shacknews:
DISCLAIMER: Use at your own risk. Back up your Oblivion.ini first. Please do not request official troubleshooting support with any changes to your .ini file. Consider these to be just from a fan playing the game. You guys are smart and know all this, just cma again
Here are some tweaks I play with:
uGridDistantTreeRange=15
raise to increase area in which LOD tree billboards are drawn - looks quite nice doubled if your comp. can take it
uGridDistantCount=25
raise to increase the number of LOD tree billboards drawn - looks quite nice doubled if your comp. can take it
uGridsToLoad=5
raise to increase the X/Y dimension of the number of high detail exterior cells loaded - should be an odd number, 3 or greater. This is quite a performance hit with anything above 5. If there are 25 cells loaded at a time with a value of 5, then there are 49 cells loaded with a value of 7 and so on. I would not recommend going above 7 or 9, but terrain looks nicer if your comp can take it
bAllowScreenShot=0
set to 1 to allow the PrintScreen key to take screenshots
bFull Screen=1
0 = windowed, 1 = fullscreen
iSize W=640
iSize H=480
current screen resolution
bUseWaterReflectionsMisc=0
bUseWaterReflectionsStatics=0
bUseWaterReflectionsTrees=0
bUseWaterReflectionsActors=0
set these to 1 to allow these kinds of objects to reflect in water
fDlgFocus=2.1000
raise to pull camera back some in dialogue - I use a value of 4 or so
bForceFullLOD=0
a value of 1 forces foreground trees to always render at the highest detail - I haven't found this to be a huge performance hit for the visual benefit, your mileage may very
iMaxGrassTypesPerTexure=2
raise to allow more unique grass types per terrain texture - 4 should be enough to let you see everything possible
dev posted at shacknews:
DISCLAIMER: Use at your own risk. Back up your Oblivion.ini first. Please do not request official troubleshooting support with any changes to your .ini file. Consider these to be just from a fan playing the game. You guys are smart and know all this, just cma again
Here are some tweaks I play with:
uGridDistantTreeRange=15
raise to increase area in which LOD tree billboards are drawn - looks quite nice doubled if your comp. can take it
uGridDistantCount=25
raise to increase the number of LOD tree billboards drawn - looks quite nice doubled if your comp. can take it
uGridsToLoad=5
raise to increase the X/Y dimension of the number of high detail exterior cells loaded - should be an odd number, 3 or greater. This is quite a performance hit with anything above 5. If there are 25 cells loaded at a time with a value of 5, then there are 49 cells loaded with a value of 7 and so on. I would not recommend going above 7 or 9, but terrain looks nicer if your comp can take it
bAllowScreenShot=0
set to 1 to allow the PrintScreen key to take screenshots
bFull Screen=1
0 = windowed, 1 = fullscreen
iSize W=640
iSize H=480
current screen resolution
bUseWaterReflectionsMisc=0
bUseWaterReflectionsStatics=0
bUseWaterReflectionsTrees=0
bUseWaterReflectionsActors=0
set these to 1 to allow these kinds of objects to reflect in water
fDlgFocus=2.1000
raise to pull camera back some in dialogue - I use a value of 4 or so
bForceFullLOD=0
a value of 1 forces foreground trees to always render at the highest detail - I haven't found this to be a huge performance hit for the visual benefit, your mileage may very
iMaxGrassTypesPerTexure=2
raise to allow more unique grass types per terrain texture - 4 should be enough to let you see everything possible