Skyrim specularity fade what is
The screenshot comparison above demonstrates that as the slider is lowered from far right maximum to midway to far left minimum , the shine on the building to the right, the lampost in the mid distance, and the side of the blue car are gradually reduced or removed.
Also note that oddly enough, if you select the 'Ultra' preset in the main Launcher menu page, that will set this option to a value of 20, which is beyond the limit of 15 allowed by the slider itself. Light Fade: This slider controls the distance at which light begins to fade out. Testing the setting outside I find it difficult to see a difference, but indoors, as the screenshot comparison above shows at the two extremes of minimum and maximum ends of the slider, the lamp on the right side casts less light when the slider is set to the far left than when it is at the far right.
This can improve FPS slightly but it will make some scenes darker. Item Fade: This slider controls the distance at which items such as guns, armor, mines, grenades, stimpacks etc. As you move the slider to the left, more distant items will no longer be visible - see the screenshot comparison above for an example, noting all the weapons and armor strewn along the sidewalk into the distance. In the screenshots it's only really when you take the slider to the far left, starting at a low position of 4 on the slider and moving downwards towards the minimum of 1 in single increments, that most visible items will start disappearing from the ground.
While there is a relatively minor FPS boost from lowering this slider, in terms of gameplay disadvantage I strongly recommend against lowering this slider from its maximum, lest you miss seeing important objects, especially mines and booby traps, from a short distance away while wandering the game world.
Shadow Fade: This slider controls the distance at which shadows fade out. However because there are virtually no shadows aside from those cast by characters in Fallout 3, there is no noticeable performance or visual impact from lowering this slider.
In fact even at the lowest level on the slider, and at the longest zoom possible for third person view, you will still see your own shadow cast on the ground for example. LOD is short for 'Level of Detail', and all three of these sliders control the distance at which trees, terrain and major geometry can be seen.
This can have an impact on stuttering, since the higher the LOD settings, the more details have to be loaded as you wander the game world, so if stuttering is a major issue for you, consider experimenting with these sliders. Note firstly that I strongly recommend changing the LOD settings in the Launcher rather the using the in-game settings of the same name, because otherwise you will not see their effects properly until you restart the game.
Secondly, you may notice the grass position changes in the comparison screenshots - this is normal, the grass is generated each time a saved game is loaded, it never stays in the same location.
See the descriptions below for what particular LOD aspects each setting affects. As you can see, between the maximum setting 40 and the mid-point of the slider 20 , the change is virtually unnoticeable. Between 20 and 10, there's a sudden loss of all trees in the mid to far distance; and by 0 some of the trees in the near distance are also removed. It can however make the wasteland look even more lifeless, which may or may not suit your tastes.
Note: if you want to increase the view distance for trees even further than allowed by this slider, use the fTreeLoadDistance variable as covered in the Advanced Tweaking section. The comparison shows that from the maximum setting 50 to the mid-point 38 , several unimportant buildings in far left distance and middle right are removed; from 38 to 30, three more generic buildings on the far right, middle and far left are removed; from 30 to the minimum setting 25 , a whole range of generic ruined buildings are removed from the center of the screen.
While lowering Object LOD can improve FPS, the improvement will not be major, and lowering this option may be of greater benefit to those looking to reduce stutter marginally. Note: you can use the fBlockLoadDistanceLow. Land Quality: This slider controls the appearance of terrain, however in experimenting with it I noticed virtually no change between the various levels here. Some extremely distant landscape changed shape a slight amount, and FPS also changed a fraction, but in reality the change was very minor.
However the fSplitDistanceMult. Brightness: This gamma slider controls how bright or dark the overall screen image will be. Adjust it so that at night the image is visible but not washed out.
It has no impact on performance, so set to suit your taste. If you need to increase gamma to be much brighter than the maximum on the slider allows e. There's no significant performance impact from changing this setting, so set to suit your taste.
Specularity is the shininess that you see on walls and objects. The higher the slider is then farther objects have shine. The light slider does pretty much what you'd expect, the higher the slider then lights that are farther away are rendered. However, this really only comes into play outdoors.
Note that changing this option requires a restart to take effect. Distant Trees: When set to Off, all distant trees are removed from view in outdoor areas. See the screenshot further above for a comparison. This can improve framerates significantly as trees can use a lot of resources, especially if Tree Canopy Shadows are also enabled See further below , at the cost of some realism.
Shadows: This slider controls the number of shadows cast by characters indoors, including your own when in 3rd person view. The further to the left the slider, the fewer characters cast shadows - see the screenshot comparisons above.
Shadows: Similar to the Interior Shadows option above, this slider controls the number of shadows cast by characters, including yourself, when in outdoor areas - see the screenshot comparisons above.
Once again, this option can have a significant performance impact, particularly in scenes with multiple characters, and depending on the Shadow Filtering option chosen. Archive of TweakGuides. Go to Page Tweaking Pt.
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