HDR Settings

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search

This article describes the effect of of the [BlurShaderHDR] settings in the Oblivion.ini file and the Console Functions SISG, SHP and SSP (invoke PHP on the console to have a list of the current settings)

Note: Some values were only tested through console parameters and not the .ini settings

fTargetLUM

high: less blur/halos, less eye adaption, no eye adaption above 2.0
low: more blur/halos
probably sets a default luminosity, everything brighter than this will get a halo

fUpperLUMClamp

if fTargetLUM < 1 than it affects the overall brightness, it should be about in the range of fTargetLUM+-0.2


fEmissiveHDRMult

adjusts the blur of self-glowing objects (e.g. glowing eyes): higher value -> more intensive blur

fEyeAdaptSpeed

adjusts the time your eyes need to adjust to brightness changes: higher value -> lower adaption rate


fSIEmmisiveMult
fSISpecularMult

unknown

fSunBrightness

the intensity of the sun as lightsource (eye adaption only when this is near fTargetLUM and fUpperLUMClamp)

fSkyBrightness

same for the sky itself

fSunlightDimmer

the sun halo on the sky (which is narrowed by the eye adaption)

fGrassDimmer
fTreeDimmer

affects the luminosity of trees and grass (0 means no HDR illumination by the sun and other light sources)

fBrightClamp

the lower the brighter the game

fBrightScale

higher values will increase the blur brightness (only the blur, nothing else)

fBlurRadius

a higher value will make it softer, this is very noticable in combination with low fTargetLUM values
setting this to 1.0 will effectively remove blurs


iNumBlurpasses

how often the blur is applied, can be reduced to 1 for FPS gain with slight quality loss or increased up to 5 if you have a good machine (the difference is minimal)

iBlendType

Seems to effect how the HDR luminosity is overlaid on the game. Any value other than 2 seems to show only the HDR luminosity.

bDoHighDynamicRange

enables HDR