
This affects Vertex LOD, Texture LOD and load times. If false, only display terrain of the loaded cells # If true, use paging and LOD algorithms to display the entire terrain. # The count of pointers, that will be saved for a faster search by object ID. # Affects the time to be set aside each frame for graphics preloading operations # How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds) # The predicted position of the player N seconds in the future will be used for preloading cells and distant terrain # How long to keep preloaded cells in cache after they're no longer referenced/required (in seconds)
MOROWIND VOLUME RESET MODS
# You may need to reduce this setting when running lots of mods or high-res texture replacers. A too high value could cause you to run out of memory. # The maximum amount of cells in the preload cache. # This value should be lower or equal to 'preload cell cache max'. # The minimum amount of cells in the preload cache before unused cells start to get thrown out (see "preload cell expiry delay").

# proportional to the number of cells that are preloaded. # Enabling this option slightly reduces the time it takes to transition into a preloaded cell, but also results in higher memory usage # Controls whether or not the nodes/collision shapes are pre-"instanced" (i.e. # Preload the locations that doors lead to. # Preload possible fast travel destinations. # Preload adjacent cells when moving close to an exterior cell border. # The number of threads to be used for preloading operations. All settings starting with 'preload' have no effect unless this is enabled.

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