Camera Settings

near clip

Type:floating point
Range:>= 0.005
Default:1.0

This setting controls the distance to the near clipping plane. The value must be greater than zero. Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character. Values greater than approximately 8.0 will clip the character’s hands in first person view and/or the back of their head in third person view.

This setting can only be configured by editing the settings configuration file.

small feature culling

Type:boolean
Range:True/False
Default:True

This setting determines whether objects that render to a few pixels or smaller will be culled (not drawn). It generally improves performance to enable this feature, and by definition the culled objects will be very small on screen. The size in pixels for an object to be considered ‘small’ is controlled by a separate setting.

This setting can only be configured by editing the settings configuration file.

small feature culling pixel size

Type:floating point
Range:> 0
Default:2.0

Controls the cutoff in pixels for the ‘small feature culling’ setting, which will have no effect if ‘small feature culling’ is disabled.

This setting can only be configured by editing the settings configuration file.

viewing distance

Type:floating point
Range:> 0
Default:7168.0

This value controls the maximum visible distance (also called the far clipping plane). Larger values significantly improve rendering in exterior spaces, but also increase the amount of rendered geometry and significantly reduce the frame rate. Note that when cells are visible before loading, the geometry will “pop-in” suddenly, creating a jarring visual effect. To prevent this effect, this value should not be greater than:

CellSizeInUnits * CellGridRadius - 1024

The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell. The field of view setting also interacts with this setting because the view frustum end is a plane, so you can see further at the edges of the screen than you should be able to. This can be observed in game by looking at distant objects and rotating the camera so the objects are near the edge of the screen. As a result, this distance is recommended to further be reduced to avoid pop-in for wide fields of view and long viewing distances near the edges of the screen if distant terrain and object paging are not used.

Reductions of up to 25% or more can be required to completely eliminate this pop-in. Such situations are unusual and probably not worth the performance penalty introduced by loading geometry obscured by fog in the center of the screen. See RenderingManager::configureFog for the relevant source code.

This setting can be adjusted in game from the ridiculously low value of 2500 units to a maximum of 7168 units using the View Distance slider in the Detail tab of the Video panel of the Options menu, unless distant terrain is enabled, in which case the maximum is increased to 81920 units.

field of view

Type:floating point
Range:1-179
Default:55.0

Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees. Small values provide a very narrow field of view that creates a “zoomed in” effect, while large values cause distortion at the edges of the screen. The “field of view” setting interacts with aspect ratio of your video resolution in that more square aspect ratios (e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.

This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu.

first person field of view

Type:floating point
Range:1-179
Default:55.0

This setting controls the field of view for first person meshes such as the player’s hands and held objects. It is not recommended to change this value from its default value because the Bethesda provided Morrowind assets do not adapt well to large values, while small values can result in the hands not being visible.

This setting can only be configured by editing the settings configuration file.

third person camera distance

Type:floating point
Range:30-800
Default:192.0

Distance from the camera to the character in third person mode.

This setting can be changed in game using “Zoom In” / “Zoom Out” controls.

view over shoulder

Type:boolean
Range:True/False
Default:False

This setting controls third person view mode. False: View is centered on the character’s head. Crosshair is hidden. True: In non-combat mode camera is positioned behind the character’s shoulder. Crosshair is visible in third person mode as well.

This setting can be controlled in Advanced tab of the launcher.

view over shoulder offset

Type:2D vector floating point
Range:Any
Default:30 -10

This setting makes sense only if ‘view over shoulder’ is enabled. Controls horizontal (first number) and vertical (second number) offset of the camera in third person mode. Recommened values: 30 -10 for the right shoulder, -30 -10 for the left shoulder.

This setting can only be configured by editing the settings configuration file.

auto switch shoulder

Type:boolean
Range:True/False
Default:True

This setting makes difference only in third person mode if ‘view over shoulder’ is enabled. When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.

This setting can be controlled in Advanced tab of the launcher.

zoom out when move coef

Type:floating point
Range:Any
Default:20

This setting makes difference only in third person mode if ‘view over shoulder’ is enabled. Slightly pulls camera away (or closer in case of negative value) when the character moves. To disable set it to zero.

This setting can only be configured by editing the settings configuration file.

preview if stand still

Type:boolean
Range:True/False
Default:False

Makes difference only in third person mode. If enabled then the character rotation is not synchonized with the camera rotation while the character doesn’t move and not in combat mode.

This setting can be controlled in Advanced tab of the launcher.

deferred preview rotation

Type:boolean
Range:True/False
Default:True

Makes difference only in third person mode. If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode. If disabled then the camera rotates rather than the character.

This setting can be controlled in Advanced tab of the launcher.

head bobbing

Type:boolean
Range:True/False
Default:False

Enables head bobbing when move in first person mode.

This setting can be controlled in Advanced tab of the launcher.

head bobbing step

Type:floating point
Range:>0
Default:90.0

Makes diffence only in first person mode if ‘head bobbing’ is enabled. Length of each step.

This setting can only be configured by editing the settings configuration file.

head bobbing height

Type:floating point
Range:Any
Default:3.0

Makes diffence only in first person mode if ‘head bobbing’ is enabled. Amplitude of the head bobbing.

This setting can only be configured by editing the settings configuration file.

head bobbing roll

Type:floating point
Range:0-90
Default:0.2

Makes diffence only in first person mode if ‘head bobbing’ is enabled. Maximum roll angle in degrees.

This setting can only be configured by editing the settings configuration file.

reverse z

Type:boolean
Range:True/False
Default:True

Enables a reverse-z depth buffer in which the depth range is reversed. This allows for small near clip values and removes almost all z-fighting with terrain and even tightly coupled meshes at extreme view distances. For this to be useful, a floating point depth buffer is required. These features require driver and hardware support, but should work on any semi-modern desktop hardware through OpenGL extensions. The exception is macOS, which has since dropped development of OpenGL drivers. If unsupported, this setting has no effect.

Note, this will force OpenMW to use shaders as if force shaders was enabled. The performance impact of this feature should be negligible.

This setting can only be configured by editing the settings configuration file.