HDR Settings
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