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SSE Display Tweaks

2023-03-06 14:22 作者:木卯暗花明  | 我要投稿

[Main]


## Level of information printed to the log

#

#? ? debug

#? ? verbose

#? ? message

#? ? warning

#? ? error

#? ? fatal

#

LogLevel=debug


## Automatically adjust some settings which may cause issues.

#

#? Changes:

#

#? ? iFPSClamp=0

#? ? uMaxNumPhysicsStepsPerUpdate=3

#? ? uMaxNumPhysicsStepsPerUpdateComplex=1

#

#? Note: Values are modified in-memory and are not written to Skyrim.ini.

#? ? ? ? Physics values are not modified if HAVOK master switch is off.

#

#? Don't disable unless you know what you're doing.

#

AdjustGameSettings=true



[Render]


## Select the display mode.

#

#? ? true? - Exclusive fullscreen mode

#? ? false - Windowed mode

#

#? Note: This option overrides 'bFull Screen' in SkyrimPrefs.ini if uncommented.

#?

#Fullscreen=false


## Select windowed or borderless fullscreen mode. Only applies when Fullscreen=false.

#

#? ? true? - Borderless fullscreen

#? ? false - Windowed mode

#

#? Note: This option overrides 'bBorderless' in SkyrimPrefs.ini if uncommented.

#

#Borderless=true


## Stretch game window across the entire screen in borderless fullscreen mode.

#

#? Use with a flip SwapEffect option for best results.

#

#? Note: For optimal performance and full feature support when upscaling, your?

#? ? ? ? system must have windowed hardware composition support (check the log).

#? ? ? ? Windowed hardware composition only works with flip.

#

BorderlessUpscale=false


## Set the game resolution. Only applies in windowed and borderless fullscreen mode (when Fullscreen=false).

#

#? Provided for convenience. Easily scale or set the resolution in windowed/borderless fullsceen mode.

#

#? Note: These options override iSize W and iSize H in SkyrimPrefs.ini. They have no effect when commented out.

#

#Resolution=1920x1080

#ResolutionScale=0.75


## Disable swap chain buffer resizing when window dimensions change (e.g. when upscaling).

#

#? Enable if you're experiencing effect issues with ENB when upscaling.

#

DisableBufferResizing=false

#DisableTargetResizing=false


## Enable/disable VSync.

#

#? IMPORTANT: If you're using borderless mode and want to disable VSync, EnableTearing must be set to true.

#

#? Note: This option overrides 'iVSyncPresentInterval' in SkyrimPrefs.ini

#

EnableVSync=true


## VSync present interval, same as 'iVSyncPresentInterval' in SkyrimPrefs.ini. Only applies if EnableVSync=true.

#

#? If SwapEffect is 'discard' or 'sequential':

#? ? Synchronize presentation after the nth vertical blank.

#

#? If SwapEffect is 'flip_sequential':

#? ? Synchronize presentation for at least n vertical blanks.

#

#? More info: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgiswapchain-present

#

#? Valid range: 1-4

#

#? Provided as a separate option to avoid confusion.

#

#? It's recommended to leave this at the default value (1). Higher values effectively reduce framerate.

#? For example, a value of 2 at 60Hz would cut framerate in half.

#

VSyncPresentInterval=1


## Required for disabling V-Sync in borderless/windowed mode. Only works with a flip SwapEffect option.

#

#? More info: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/variable-refresh-rate-displays

#

#? ENB WARNING: Disable this if you have ForceVSync set to true in enblocal.ini, otherwise your game might freeze on startup.

#

EnableTearing=false


## Number of buffers in the swap chain, including the front buffer.

#

#? More info: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/ns-dxgi-dxgi_swap_chain_desc

#

#? Valid range: 1-8

#??

#? Set to 0 to select automatically.

#

#? Note: Borderless fullscreen with flip model requires at least 2, if the value is lower it will be adjusted automatically.

#

SwapBufferCount=0


## Determines how the presentation buffer is handled.

#

#? Valid options:

#

#? ? ?auto

#? ? ?discard

#? ? ?sequential

#? ? ?flip_sequential

#? ? ?flip_discard

#

#? Options starting with 'flip_' indicate DXGI flip model, a relatively new feature which greatly improves borderless

#? fullscreen performance. While testing I couldn't notice any difference in performance compared to exclusive fullscreen mode.

#? In contrast, the old presentation model suffers lower FPS and noticeable stuttering. Additionally, many features which used

#? to require exclusive fullscreen now work in borderless. I was pleasantly surprised to learn that G-Sync works without having

#? to enable it for windowed mode.

#

#? WARNING: Don't use flip model in exclusive fullscreen mode, the game might freeze on start.

#

#? Read more about DXGI flip model here: https://devblogs.microsoft.com/directx/dxgi-flip-model/

#

#? It's recommended to leave this on auto as the best option will be selected based on detected capabilities.

#

#? Note: Flip model requires at least Windows 8.1 (only flip_sequential supported), but I highly recommend Windows 10 Spring?

#? ? ? ? Creators update or later if you want the best experience.

#

SwapEffect=auto


## Number of frames allowed to be queued for rendering.?

#

#? NOTE: This option was renamed in 0.3.8. In earlier versions the option had no effect.

#

#? Valid range: 1-16 (0 leaves it at default)

#

#? Bethesda default is 2 for SE, 1 for AE.

#

#? WARNING: Values above 2 could have a negative impact on overall performance.

#

#? Tip:

#

#? ? Try NVIDIA's ultra low latency mode or AMD anti-lag, it may work even better. There?

#? ? were still occasional stutters with MaxFrameLatency=1 depending on what I was looking?

#? ? at, ULLM eliminated them completely.


#? ? Note that ULLM has a fixed FPS penalty. It seems that this is by design. The delta is larger

#? ? with higher fps, for example when you'd normally get 144 you'll see around 138 with latency set

#? ? to ultra.

#

#? ? Keep in mind that driver control panel settings take precedence so this option will be?

#? ? overriden.

#

MaxFrameLatency=0


## Determines how scaling is done in exclusive fullscreen mode.

#

#? Valid options:

#

#? ? ?unspecified

#? ? ?centered

#? ? ?stretched

#

ScalingMode=unspecified


## Maximum allowed monitor refresh rate. Applies only in exclusive fullscreen mode.

#

#? This overrides Bethesda's hardcoded limitation of 60Hz. The game will request the highest?

#? available refresh rate (as reported by DirectX), but there is no guarantee you'll actually

#? get it. It's completely up to your system.

#

#? You DO NOT NEED TO MESS WITH THIS SETTING unless you want to lower the refresh rate or

#? have a monitor capable of running above 240Hz. This is not a fixed value just an upper?

#? limit of what the game is allowed to request.

#

MaximumRefreshRate=90


## General framerate limit. Applies everywhere, except where more specific limits are set (see below).

#

#? Warning: This plugin replaces the built-in limiter by default, 'bLockFramerate' will have no effect.?

#? ? ? ? ? ?If you want to limit the framerate, you'll have to explicitly configure it here.

#

#? Bethesda default: 60

#

FramerateLimit=90


## Determines if the limiter is placed before or after frame presentation.

#

#? Placement can affect performance when a framerate limit is being imposed.

#

#? 0 - before (favor consistent frametimes)

#? 1 - after? (favor input latency)

#

FramerateLimitMode=0


## General UI framerate limit. Applies everywhere in paused menus, except where more specific limits are set.

#

#? Setting this or more specific options to -1 disables the respective limit explicitly.

#

UIFramerateLimit=0

UIFramerateLimitVSyncOff=true


## Framerate limit for the map. Useful if you want to adjust the map movement speed.

#

UIFramerateLimitMap=0

UIFramerateLimitMapVSyncOff=false


## Framerate limit for the inventory, magic, gift, barter, container and favorites menus.?

#

UIFramerateLimitInventory=0

UIFramerateLimitInventoryVSyncOff=true


## Framerate limit for the journal.?

#

UIFramerateLimitJournal=0

UIFramerateLimitJournalVSyncOff=true


## Framerate limit for custom menus.?

#

UIFramerateLimitCustom=0

UIFramerateLimitCustomVSyncOff=true


## Framerate limit for the main menu.?

#

#? It's recommended to keep this at 60 and UIFramerateLimitMainVSyncOff to false.

#

UIFramerateLimitMain=0

UIFramerateLimitMainVSyncOff=true


## Framerate limit for the race menu.?

#

UIFramerateLimitRace=0

UIFramerateLimitRaceVSyncOff=true


## Framerate limit for the perk tree.?

#

UIFramerateLimitPerk=0

UIFramerateLimitPerkVSyncOff=true


## Framerate limit while reading books.?

#

UIFramerateLimitBook=0

UIFramerateLimitBookVSyncOff=true


## Framerate limit while picking locks.?

#

UIFramerateLimitLockpick=0

UIFramerateLimitLockpickVSyncOff=true


## Framerate limit for the console.?

#

UIFramerateLimitConsole=0

UIFramerateLimitConsoleVSyncOff=true


## Framerate limit for the tween menu.?

#

UIFramerateLimitTween=0

UIFramerateLimitTweenVSyncOff=true


## Framerate limit for the sleep/wait menu.?

#

UIFramerateLimitSleepWait=0

UIFramerateLimitSleepWaitVSyncOff=true


## Framerate limit while loading the game.

#

#? Uncapping the loading scren is supposed to load your game faster, however I've?

#? found no evidence of that. If anything, it might induce ILS or crash your game.

#

#? It's recommended you leave this at 60 and LoadingScreenFramerateLimitVSyncOff=false.

#? If you do choose to uncap, do not set a limit above 120 FPS.

#

LoadingScreenFramerateLimit=60

LoadingScreenFramerateLimitVSyncOff=false


## Additional time to keep the loading screen limit active (in seconds).

#

#? Use this alongisde LoadingScreenFramerateLimit=60 to address some issues

#? which may pop up due to high FPS immediatelly after loading.

#

LoadingScreenLimitExtraTimePostLoad=2

LoadingScreenLimitExtraTime=2



[HAVOK]


## Master switch.

#

#? Set to false to fall back to Skyrim.ini HAVOK settings.

#

Enabled=true


## Adjusts fMaxTime and fMaxTimeComplex dynamically based on current framerate.

#

#? If set to false, fMaxTime and fMaxTimeComplex will be calculated and set automatically based on MaximumFramerate?

#? option (see below), but you'll lose the performance benefit which comes from re-adjusting these values each?

#? frame to match the framerate.

#

#? Consider 'false' as 'static' mode, which calculates physics values automatically so you

#? don't have to.

#

#? Read the description of MaximumFramerate option below for more info.

#

#? It's recommended to leave this enabled.

#

#? Note: In contrast to Havok Fix, the method used here is compatible with any third party OSD tools

#? ? ? ? such as RivaTuner Statistics Server, since it hooks in the engine instead of the D3D libraries.

#

DynamicMaxTimeScaling=true


## fMaxTime and fMaxTimeComplex are not calculated below?

## this threshold.

#

#? Lower values may benefit peformance if your system is struggling to render at 60 FPS.

#

#? Default: 60?

#

MinimumFramerate=60


## fMaxTime and fMaxTimeComplex are not calculated above this threshold.

#? ?

#? If DynamicMaxTimeScaling=true and this is set to 0, the plugin attempts to determine this value?

#? based on VSync (refresh rate) and FramerateLimit option. If it's unable to do so (for example if VSync

#? is off or mode is borderless fullscreen and no limit is set) it defaults to 240.

#?

#? If DynamicMaxTimeScaling=false, this setting is used to calculate fMaxTime and fMaxTimeComplex once and

#? apply both values.?

#? If DynamicMaxTimeScaling=false and this is set to 0, the plugin attempts to determine this value based?

#? on VSync/refresh rate and FramerateLimit option. If it's unable to do so, it defaults to 60.

#

#? If Fullscreen=true and EnableVSync=true or FramerateLimit is set, it's recommended you set this to 0

#? to let the plugin determine the value automatically.

#? Otherwise make sure it's set a comfortable margin higher than the maximum framerate your machine can?

#? achieve in-game (excluding menus and loading screens) or you will see physics issues. It's recommended

#? to set a framerate limit at or below this value (FramerateLimit option in Render section).

#

MaximumFramerate=240


## Adjust the negative offset of fMaxTimeComplex relative to fMaxTime.

#

#? Valid range: 0 - 30

#

MaxTimeComplexOffset=30


## Adjust amount of damage dealt when hit by physics objects based on frametime.?

#

#? Note that this doesn't fix the faster collision response, only alleviates higher health damage at?

#? higher framerates.

#

#? Since there's a good chance of getting killed in a misfortunate encounter with a kettle even at 60 FPS,?

#? you can reduce or disable damage dealt with PhysicsDamageMult (valid range: 0 - 1).

#

PhysicsDamagePatch=true

PhysicsDamageMult=1


## Lowers HAVOK engine CPU consumption at the expense of physics simulation quality.

#

#? Bethesda uses less demanding physics settings in "complex" scenes like civil war battles.?

#? If this is enabled these settings will be used everywhere.

#

#? Only recommended on CPU-bound low-end systems.

#

PerformanceMode=false


## Add fMaxTime and fMaxTimeComplex to OSD.

#

#? Also indicates which value is currently in use.

#

OSDStatsEnabled=false



[Controls]


## Fixes an issue where you're not able to move in third person at high framerates.

#? ?

#? This issue can occur when movement is slowed, for example when over-encumbered or when

#? the bow is drawn. Keep in mind that you may experience the issue even at 60 FPS if

#? movement is slowed down enough.

#

#? If necessary, adjust MovementThreshold variable below.

#

ThirdPersonMovementFix=true


## Controls an internal variable related to movement/damping.

#

#? Lower values ensure movement works at lower movement speeds/higher framerate.

#

#? Only in effect when ThirdPersonMovementFix=true

#

#? Valid range: 0.01 - 5

#

#? Bethesda default: 5

#

MovementThreshold=0.25


## Untie first person horizontal look sensitivity from framerate when sitting down

#

SittingHorizontalLookSensitivityFix=true


## Untie map keyboard movement speed from framerate.

#

#? Also normalizes diagonal keyboard movement speed.

#

#? Note: overrides fMapMoveKeyboardSpeed:MapMenu in Skyrim.ini, configure the speed below.

#

MapMoveKeyboardSpeedFix=true


## Speed multiplier for keyboard map movement.

#

#? Only in effect when MapMoveKeyboardSpeedFix=true.

#

#? Valid range: -20 - 20. Negative values reverse the movement direction. 1 is roughly the?

#? same speed as vanilla at 60 FPS.

#

MapMoveKeyboardSpeedMult=1


## Untie auto vanity camera rotation speed from framerate.

#

AutoVanityCameraSpeedFix=true


## Untie dialogue look speed from framerate.

#

DialogueLookSpeedFix=true


## Ramp up look speed incrementally as the cursor approaches the edge of the screen.

#

#? Use [Controls] fPCDialogueLookStart in Skyrim.ini to set distance from the edge where the camera starts moving.

#

DialogueLookSmoothEdge=false


## Untie gamepad cursor speed from framerate.

#

#? Bethesda implemented this fix in 1.6.x (that's why this caused slow cursor movement) but they used

#? the wrong frame timer, one that's affected by global time multiplier. This patch corrects that and?

#? unties cursor movement from in-game timescale.

#

GamepadCursorSpeedFix=true


## Untie lockpick mouse rotation speed from framerate.

#

#? Note that this bug slows down rotation with higher framerates, if you got used to the

#? slower speed adjust [Interface] fPickMouseRotationSpeed in Skyrim.ini (default is 15).

#

LockpickRotationSpeedFix=true


## Untie free camera vertical sensitivity from framerate.

#

FreeCameraVerticalSensitivityFix=false


## Untie free camera movement speed from framerate.

#

FreeCameraMovementSpeedFix=false



## These are only available on AE until Engine Fixes is updated.


## Untie vertical look sensitivity from framerate (EngineFixes)

#

VerticalLookSensitivityFix=true


## Fix camera movement sensitivity during slow time (EngineFixes)

#

SlowTimeCameraMovementFix=true



[Window]


## Locks mouse cursor within the borders of the game window.

#

#? Fixes the invisible runaway mouse glitch plaguing people with multiple monitors who keep a window

#? open on the neighboring monitor and it keeps scrolling while playing the game.

#

LockCursor=true


## Minimize the game window if it loses focus.

#

#? Useful in borderless fullscreen mode if alt-tabbing just pushes the game window to the background

#? instead of minimizing it.

#

#? WARNING: Avoid using this with ENB or ReShade, things might break when alt-tabbing.

#

ForceMinimize=false


## Disables the window ghosting feature.

#

#? Useful in windowed/borderless fullscreen mode.

#

#? Read more: https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-disableprocesswindowsghosting

#

DisableProcessWindowsGhosting=true


## Automatically center the game window on the monitor where it spawns.

#

#? Useful in windowed mode.

#

AutoCenter=false


## Offset the game window position relative to the primary monitor.

#

#? Overrides iLocation X and iLocation Y in Skyrim.ini. Provided for convenience.

#

OffsetX=0

OffsetY=0



[Papyrus]


## Set the maximum time scripts are allowed to run per cycle based on current framerate.

#

#? Normally scripts are given a fixed max. amount of execution time per cycle controlled by

#? fUpdateBudgetMS - 1.2 ms by default, roughly 7% of each cycle at 60 FPS, 17% at 144, 29% at

#? 240, .. The higher your framerate, the harder it gets to sustain it under heavy script load.

#

#? This attempts to even things out by adjusting the limit based on time it took to complete?

#? the previous cycle. Less budget is alloted at higher framerates.

#

#? Formula:

#

#? ? fUpdateBudgetMS = lastCycleTime * (UpdateBudgetBase / 16.66667)

#

#? Note: fUpdateBudgetMS never goes above UpdateBudgetBase (see below).

#

DynamicUpdateBudget=false


## Amount of time scripts are alloted at or below 60 FPS (in milliseconds).

#

#? Recommended to leave at default. If you use a different fUpdateBudgetMS value in Skyrim.ini,

#? set the same here.

#

#? Bethesda default: 1.2

#

UpdateBudgetBase=1.2


## Budget is not calculated beyond this limit.

#

#? Set this at or above your maximum framerate.

#

#? At 144 minimum budget is 0.5 ms, 0.3 ms at 240.

#

#? Valid range: 60 - 300

#

BudgetMaxFPS=240


## Fixes a bad range check in Actor.SetExpressionOverride papyrus function.

#

#? The bug makes "Dialogue Anger" expression unavailable via this function.

#

SetExpressionOverridePatch=true


## Add fUpdateBudgetMS to OSD.

#

OSDStatsEnabled=false


## Add VM overstressed indicator to OSD.

#

#? If enabled, OSD will indicate when the scripting engine is under excessive load.?

#? Keep in mind that it's normal for the VM to become overstressed for short periods,?

#? for instance after fast travelling a bunch of events might fire at once.?

#? However if the indicator is constantly showing, you've got a problem. Usually poorly?

#? made and heavily scripted mods are to blame. Examine the stack to see what's going on.

#

#? In the best case scanario you'll rarely (if ever) see this indicator.

#

OSDWarnVMOverstressed=true


[Miscellaneous]


## Disables scanning missing plugin .ini files. May significantly improve startup times with many plugins.

#

#? By default the engine looks for every single .ini option for each installed plugin, without checking

#? if the .ini file actually exists. Massive waste of time and resources, especially when the user has a

#? heavily modded game.

#

#? Note: This is unrelated to the PrivateProfileRedirector plugin and is fully compatible with it. If you

#? ? ? ? use it alongside that plugin the difference won't be felt, but it still prevents the CPU from doing

#? ? ? ? a bunch of useless work at startup.

#

SkipMissingPluginINI=true


## Filter loadscreens by plugin name.

#

#? LoadScreenAllow and LoadScreenBlock take comma separated plugin names (case-insensitive).

#

#? Example usage:

#

#? ? Allow only Wyrmstooth and LOTD loadscreens:

#? ? ??

#? ? ? LoadScreenAllow=Wyrmstooth.esp,LegacyoftheDragonborn.esm

#? ? ? LoadScreenBlock=All

#

#? ? Block only vanilla and DLC loadscreens:

#? ? ??

#? ? ? LoadScreenAllow=

#? ? ? LoadScreenBlock=Skyrim.esm,Dawnguard.esm,Dragonborn.esm,Hearthfires.esm

#

#? ? Block all loadscreens:

#? ? ??

#? ? ? LoadScreenAllow=

#? ? ? LoadScreenBlock=All

#

#

#? Note: In cases where only loadscreens with conditions are allowed, it is possible that none?

#? ? ? ? will show even if no others are available.

#

LoadScreenFilter=false

LoadScreenAllow=

LoadScreenBlock=All


## Remove all lens flare from weather records.

#

#? This is done in-memory and is not persistent.

#

DisableWeatherLensFlare=false


## Disable actor fade when camera intersects the body.

#

DisableActorFade=false


## Disable player fade when camera intersects the body.

#

DisablePlayerFade=false



[OSD]


## Enable the on-screen display.

#

Enable=false

InitiallyOn=true


## Comma separated list of displayed stats.

#

#? ? fps? ? ? ? ? ? ? ? - Framerate

#? ? bare_fps? ? ? ? ? ?- Just the framerate, no formatting

#? ? frametime? ? ? ? ? - Frametime

#? ? bare_frametime? ? ?- Just the frametime, no formatting

#? ? counter? ? ? ? ? ? - Frame counter

#? ? vram? ? ? ? ? ? ? ?- Video ram usage (used / budget) *

#? ? all? ? ? ? ? ? ? ? - Everything

#

#? * Note that this line does not show total amount of memory available but rather

#? the OS allocated budget which can vary based on how much is consumed by other?

#? applications. If usage exceeds the budget, you'll likely experience stuttering.?

#? Requires DXGI 1.4.

#

#? Stats related to specific drivers are configured in their respective sections.

#

Show=fps,vram


## How often the OSD updates (in seconds).

#

UpdateInterval=0.3


## Keys used used to toggle the OSD.

#

#? ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input_Script)

#

#? ComboKey:

#

#? ? 1 - Left Shift

#? ? 2 - Right Shift

#? ? 3 - Left Control

#? ? 4 - Right Control

#? ? 5 - Left Alt

#? ? 6 - Right Alt

#? ? 7 - Left Win

#? ? 8 - Right Win

#

#? ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert

#

ComboKey=1

ToggleKey=0xD2


## Align the OSD.

#

#? ? 1 - Top Left

#? ? 2 - Top Right

#? ? 3 - Bottom Left

#? ? 4 - Bottom Right

#

Align=1


## OSD position offset (X Y).

#

Offset=4 4


## Font scale (X Y)

#

#? Omit Y for uniform scaling

#

Scale=1.0 0.9


## Adjust font scale based on amount of lines drawn.

#

AutoScale=true


## Scale font size based on window size.

#

#? Size remains constant when resolution to window size ratio != 1, for example?

#? when playing at non-native resolutions.

#

ScaleToWindow=true


## Set a custom font.

#

#? You can generate bitmaps from fonts installed on your system with MakeSpriteFont.

#? https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont

#

#? Run the tool with /NoPremultiply and place files in Data\SKSE\Plugins\SDTFonts

#

FontFile=


## Font and outline color (RGBA).

#

Color=255 255 255 255

OutlineColor=0 0 0 255


## Outline offset.

#

OutlineOffset=1


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