SkyrimSE:SkyrimPrefs INI/Display
[Display]
bBorderless
bBorderless toggles the ability of the game window to be borderless if run in windowed mode.
Dependent upon:
- bFull Screen=0
Default is 0.
bBorderless=(0,1)
bDrawLandShadows
bDrawLandShadows toggles the ability of land objects such as rocks and mountains to cast shadows.
Default is 0.
bDrawLandShadows=(0,1)
bEnableImprovedSnow
bEnableImprovedSnow toggles the new snow shader effect added in the Special Edition. It is recommended to be disabled.
Default is 1.
bEnableImprovedSnow=(0,1)
bEnableProjecteUVDiffuseNormals
bEnableProjecteUVDiffuseNormals toggles the use of projected UV diffuse normals on textures. It is recommended to be enabled, or else it can cause really white snow.
Default is 1.
bEnableProjecteUVDiffuseNormals=(0,1)
bForceCreateTarget
bForceCreateTarget
Default is 0.
bForceCreateTarget=(0,1)
bFull Screen
bFull Screen toggles the ability of the game to be rendered fullscreen.
Default is 0.
bFull Screen=(0,1)
bFXAAEnabled
bFXAAEnabled toggles an almost zero-cost method of antialiasing using the FXAA technique. It actually seems to work well, and may be good enough on low-end systems to use it and disable other forms of antialiasing. Note, however, that there is a slight blurring applied to everything as a side effect.
Default is 0.
bFXAAEnabled=(0,1)
bIBLFEnable
bIBLFEnable toggles the horizontal lens flare effect most commonly associated with anamorphic lenses. It is recommended to be disabled.
Default is 1.
bIBLFEnable=(0,1)
bIndEnable
bIndEnable toggles a buggy and performance-hungry form of indirect lighting. It is recommended to be disabled.
Default is 0.
bIndEnable=(0,1)
bSAO_CS_Enable
bSAO_CS_Enable toggles a buggy form of ambient occlusion. CS probably stands for compute shader. It is recommended to be disabled.
Dependent upon:
- bSAOEnable=1
Default is 0.
bSAO_CS_Enable=(0,1)
bSAOEnable
bSAOEnable toggles the use of screen-space ambient occlusion (SSAO), a technique that calculates an approximation of indirect lighting at the corners of objects. It is recommended to be left enabled as it improves visual quality with very little performance loss.
Default is 1.
bSAOEnable=(0,1)
bScreenSpaceReflectionEnabled
bScreenSpaceReflectionEnabled toggles screen-space reflections (SSR), a technique which uses screen-space ray-tracing to calculate accurate reflections on the surface of objects. Because of its screen-space nature, however, the effect will fade at the edges of the screen. SSRs are most noticeable on water or metallic clutter. It is recommended to leave them enabled, unless certain water mods cause things to look strange.
bScreenSpaceReflectionEnabled=(0,1).
bToggleSparkles
bToggleSparkles toggles the sparkles on the snow.
Dependent upon:
- bEnableImprovedSnow=1
Default is 1.
bToggleSparkles=(0,1)
bTreesReceiveShadows
bTreesReceiveShadows toggles the ability of trees to cast shadows on themselves. It may be disabled for a slight performance gain. It is recommended to be enabled.
Default is 1.
bTreesReceiveShadows=(0,1)
bUse64bitsHDRRenderTarget
bUse64bitsHDRRenderTarget toggles 64-bit render targets. Disabling this can cause a significant performance boost. It is a more precise method of rendering that can reduce banding in some cases. It can also significantly change the color of the image. It is recommended to be enabled.
Default is 0. Recommended is 1.
bUse64bitsHDRRenderTarget=(0,1)
bUsePrecipitationOcclusion
bUsePrecipitationOcclusion toggles precipitation occlusion (rain will not appear under roofs).
Default is 1.
bUsePrecipitationOcclusion=(0,1)
bUseTAA
bUseTAA toggles the use of Temporal Anti-Aliasing, a method for reducing aliasing (jagged edges) introduced in Skyrim Special Edition. While this technique may significantly improve visual appearance, it produces noticeable smoothing on the image, which some may find annoying, and is costly. It is recommended to be left enabled, unless the user prefers an alternate AA method such as built-in FXAA or MSAA.
Default is 1.
bUseTAA=(0,1)
bVolumetricLightingEnable
bVolumetricLightingEnable toggles Godrays.
Default is 1.
bVolumetricLightingEnable=(0,1)
fDynamicDOFBlurMultiplier
fDynamicDOFBlurMultiplier
Default is 0.8000.
fDynamicDOFBlurMultiplier=(...,-0.0001,0,0.0001,...)
ffocusShadowMapDoubleEveryXUnit
ffocusShadowMapDoubleEveryXUnit
Default is 450.0000.
ffocusShadowMapDoubleEveryXUnit=(...,-0.0001,0,0.0001,...)
fGamma
fGamma sets the gamma brightness. It is changeable in the in-game Settings > Display menu as Brightness.
Default is 1.0000.
fGamma=(...,-0.0001,0,0.0001,...)
fInteriorShadowDistance
fInteriorShadowDistance sets the distance that shadows are cast from the player while indoors. It is recommended to leave this at its default value.
Default is 3000.0000.
fInteriorShadowDistance=(...,-0.0001,0,0.0001,...)
fLeafAnimDampenDistEnd
fLeafAnimDampenDistEnd
Default is 4600.0000.
fLeafAnimDampenDistEnd=(...,-0.0001,0,0.0001,...)
fLeafAnimDampenDistStart
fLeafAnimDampenDistStart
Default is 3600.0000.
fLeafAnimDampenDistStart=(...,-0.0001,0,0.0001,...)
fLightLODStartFade
fLightLODStartFade sets the distance light will begin to fade. It is changeable in the in-game Settings > Display menu as Light Fade.
Default is 1000.0000.
fLightLODStartFade=(...,-0.0001,0,0.0001,...)
fMeshLODFadeBoundDefault
fMeshLODFadeBoundDefault sets the default mesh level of detail fade bound. Lower values increases the detail of distant models. Compared to fMeshLODFadePercentDefault, it seems to be tuned for more fine detail with less priority on meshes farther away.
Default is 256.0000.
fMeshLODFadeBoundDefault=(...,-0.0001,0,0.0001,...)
fMeshLODFadePercentDefault
fMeshLODFadePercentDefault sets the default mesh level of detail fade percent. Larger values increases the detail of distant models. Compared to fMeshLODFadeBoundDefault, it seems to be tuned for distance with less priority toward fine detail.
Default is 1.2000.
fMeshLODFadePercentDefault=(...,-0.0001,0,0.0001,...)
fMeshLODLevel1FadeDist
fMeshLODLevel1FadeDist sets the primary mesh level of detail fade distance.
Default is 9999999.0000.
fMeshLODLevel1FadeDist=(...,-0.0001,0,0.0001,...)
fMeshLODLevel1FadeTreeDistance
fMeshLODLevel1FadeTreeDistance sets the primary mesh level of detail fade distance for trees.
Dependent upon:
- bRenderSkinnedTrees=1
- bEnableTreeAnimations=1 in Skyrim.ini
- bEnableTrees=1 in Skyrim.ini
Default is 2844.0000.
fMeshLODLevel1FadeTreeDistance=(...,-0.0001,0,0.0001,...)
fMeshLODLevel2FadeDist
fMeshLODLevel2FadeDist sets the secondary mesh level of detail fade distance.
Default is 9999999.0000.
fMeshLODLevel2FadeDist=(...,-0.0001,0,0.0001,...)
fMeshLODLevel2FadeTreeDistance
fMeshLODLevel2FadeTreeDistance sets the secondary mesh level of detail fade distance for trees.
Dependent upon:
- bRenderSkinnedTrees=1
- bEnableTreeAnimations=1 in Skyrim.ini
- bEnableTrees=1 in Skyrim.ini
Default is 2048.0000.
fMeshLODLevel2FadeTreeDistance=(...,-0.0001,0,0.0001,...)
fProjectedUVDiffuseNormalTilingScale
fProjectedUVDiffuseNormalTilingScale
Default is 0.5000.
fProjectedUVDiffuseNormalTilingScale=(...,-0.0001,0,0.0001,...)
fProjectedUVNormalDetailTilingScale
fProjectedUVNormalDetailTilingScale
Default is 1.2000.
fProjectedUVNormalDetailTilingScale=(...,-0.0001,0,0.0001,...)
fShadowDistance
fShadowDistance sets the distance that shadows are cast from the player outdoors.
Default is 8000.0000.
fShadowDistance=(...,-0.0001,0,0.0001,...)
fTreesMidLODSwitchDist
fTreesMidLODSwitchDist sets the distance that skinned trees are rendered.
Dependent upon:
- bRenderSkinnedTrees=1
- bEnableTreeAnimations=1 in Skyrim.ini
- bEnableTrees=1 in Skyrim.ini
Default is 3600.0000.
fTreesMidLODSwitchDist=(...,-0.0001,0,0.0001,...)
iMaxDecalsPerFrame
iMaxDecalsPerFrame sets the maximum number of decals displayed per frame.
Default is 100.
iMaxDecalsPerFrame=(...,-1,0,1,...)
iMaxSkinDecalsPerFrame
iMaxSkinDecalsPerFrame sets the maximum number of decals displayed on skin per frame, most notably blood decals on the player's skin. These decals are independent from iMaxDecalsPerFrame.
Default is 25.
iMaxSkinDecalsPerFrame=(...,-1,0,1,...)
iNumFocusShadow
iNumFocusShadow
Default is 4.
iNumFocusShadow=(...,-1,0,1,...)
iNumSplits
iNumSplits sets the number of shadow splits. Acceptable values appear to be 2 or 3. More experimentation with iNumSplits=3 is warranted. Setting this to 0 or lower crashes the game. A setting of 1 is buggy. 4 is buggy.
Default is 2.
iNumSplits=(...,-1,0,1,...)
iReflectionResolutionDivider
iReflectionResolutionDivider sets the screen-space reflections (SSR) resolution divider.
- Setting this to 1 will render SSR at the game's full resolution.
- Setting this to a higher number will reduce SSR quality, but significantly improve performance.
- Setting this to 0 will crash the game, since it likely results in a division by 0.
Default is 2.
iReflectionResolutionDivider=(...,1,2,3,...)
iSaveGameScreenShotHeight
iSaveGameScreenShotHeight
Default is 192.
iSaveGameScreenShotHeight=(...,-1,0,1,...)
iSaveGameScreenShotHeighWSt
iSaveGameScreenShotHeighWSt
Default is 192.
iSaveGameScreenShotHeighWSt=(...,-1,0,1,...)
iSaveGameScreenShotWidth
iSaveGameScreenShotWidth
Default is 256.
iSaveGameScreenShotWidth=(...,-1,0,1,...)
iSaveGameScreenShotWidthWS
iSaveGameScreenShotWidthWS
Default is 320.
iSaveGameScreenShotWidthWS=(...,-1,0,1,...)
iScreenShotIndex
iScreenShotIndex sets the index number of the screenshot. It increases incrementally with each screenshot taken.
Default is 0.
iScreenShotIndex=(...,-1,0,1,...)
iShadowMapResolution
iShadowMapResolution sets the resolution of shadows.
Default is 2048.
iShadowMapResolution=(...,-1,0,1,...)
iShadowMaskQuarter
iShadowMaskQuarter
Default is 4.
iShadowMaskQuarter=(...,-1,0,1,...)
iSize H
iSize H sets the height of the game resolution in pixels.
Default is 1080.
iSize H=(...,-1,0,1,...)
iSize W
iSize W sets the width of the game resolution in pixels.
Default is 1920.
iSize W=(...,-1,0,1,...)
iVolumetricLightingQuality
iVolumetricLightingQuality sets the Godrays quality. As per the Fallout 4 guide: 0 is low. 1 is medium. 2 is High. 3 is Ultra.
Default is 1.
iVolumetricLightingQuality=(...,-1,0,1,...)
iVSyncPresentInterval
iVSyncPresentInterval sets the vertical synchronization interval.
Default is 1.
iVSyncPresentInterval=(...,-1,0,1,...)
uBookRatio
uBookRatio
This value is an unsigned integer, and must therefore be positive.
Setting this to -1 causes the game to change the value to the highest positive number by integer overflow (e.g. 4294967295).
Default is 2.
uBookRatio=(0,1,2,...)