About this mod
~28 FPS +/-4
Resolution 1280x720
CPU: i5-3210m 2.5GHz 2 cores
GPU: GT-640m 1GB
RAM: 8 GB
- Permissions and credits
Water Simulation - disabled
Cloth Simulation - disabled
PostProcess - all disabled
1.3-Final: this is the final version of the mod.
user.settings - required read-only attribute, otherwise the parameters CascadeShadowmapSize=8, MaxCascadeCount=0, and MaxTerrainShadowAtlasCount=0 are reset by default. (remove the read-only attribute on the first run to configure the game, and then correct the parameters and set the read-only attribute)
Parameters can be automatically deleted from the user.settings, because the priority is taken from the rendering.ini if they are identical.
For the parameters MaxTextureSize, MaxAtlasTextureSize, MaxCubeShadowSize, MaxSpotShadowSize, CascadeShadowmapSize use a value that has a geometric progression with the denominator 2. (2, 4, 8,16,32,64,128 ... 1024,2048,4096, etc.)
The texture of the world and shadows can lead to poor performance, especially for GPUs with low RAM, if you have a good amount of GPU RAM, feel free to change them.
An asterisk indicates parameters that leave friendly shadows:
MaxTextureSize=256 <- Game textures - characters, weapons, etc. (2, 4, 8,16,32,64,128 ... 1024,2048,4096, etc.)
MaxAtlasTextureSize=128 <- World textures - walls, floor etc. (2, 4, 8,16,32,64,128 ... 1024,2048,4096, etc.)
*MaxCubeShadowSize=8 <- (2, 4, 8,16,32,64,128 ... 1024,2048,4096, etc.)
*MaxSpotShadowSize=8 <- (2, 4, 8,16,32,64,128 ... 1024,2048,4096, etc.)
*CascadeShadowmapSize=8 <- (2, 4, 8,16,32,64,128 ... 1024,2048,4096, etc.)
*CascadeShadowQuality=0
*CascadeShadowFadeTreshold=0.5
*CascadeShadowDistanceScale0=10 <- increasing the parameter, increases the visibility range of shadows.
*CascadeShadowDistanceScale1=0.5
*CascadeShadowDistanceScale2=0.5
*CascadeShadowDistanceScale3=0.5
*MaxCascadeCount=0 <- disables complex shadows. (0, 1, 2, 3, 4, ?, ?, ?.) (lowers fps)
*MaxTerrainShadowAtlasCount=0 <- disables complex shadows. (0, 1, 2, 3, 4, ?, ?, ?.) (lowers fps)
TextureDownscale=3 <- downscale factor, for textures. (0, 1, 2, 3, 4.)
DetailTextureDownscale=4 <- downscale factor, for details texture. (0, 1, 2, 3, 4.)
AtlasTextureDownscale=3 <- downscale factor, for worlds texture. (0, 1, 2, 3, 4.)
TextureMemoryBudget=150 <- increasing the parameter, increases the range of drawing textures in front of you.
TextureMemoryGUIBudget=80 <- same as above, but this time only for GUI textures.
TerrainReadAheadDistance=150 <- increasing the parameter, increases the range of drawing terrain in front of you.
TextureStreamingDistanceLimitSq=40000
TextureStreamingCharacterDistanceLimitSq=225
TextureStreamingHeadsDistanceLimitSq=100
DynamicDecalsLimit=30
DynamicDecalsChunkLimit=15
MeshLodGameplayDownscale=2 <- 0downscale factor for general lod meshes. (0, 1, 2, 3, 4.)
CharacterLodGameplayDownscale=2 <- downscale factor for lod characters. (0, 1, 2, 3, 4.)
DecalsHideDistance=15
DynamicDecalsHideDistance=20
GlobalOceanTesselationFactor=4
GrassDensity=400 <- responsible for the amount of grass visible on the horizon.
MaxVisibilityDepth=4 <- responsible for the number of trees visible on the horizon.
GrassGenerationEfficiency=0.05 <- increasing the parameter, increases the amount of grass.
GrassDistanceScale=0.5 <- increasing the parameter, increases the range of visibility and quality of the grass. (lowers fps)
*FoliageDistanceScale=0.6 <- increasing the parameter, increases the visibility range of tree shadows. (lowers fps)
*FoliageShadowDistanceScale=6 <- increasing the parameter, gives more shadows from trees.