Search found 43 matches

by Lagahan
19 Jun 2018, 16:06
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 176
Views: 22731

Re: OpenMW 0.44.0

According to him, it only happens on release builds including the latest RC build. He can't reproduce it locally when he builds everything from scratch. His builds work, ace's apparently did not. I don't believe his is lying so I think it prudent that more people test the windows build. More testin...
by Lagahan
13 Jun 2018, 22:40
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 176
Views: 22731

Re: OpenMW 0.44.0

This isn't really a regression for me, but my rendering freezes have gotten worse in the 0.44 RC above. I can trigger it every time when loading a save in 0.44, but only about 50% of the time in 0.43. More information here: https://bugs.openmw.org/issues/4445 Can't reproduce this personally, though...
by Lagahan
05 Dec 2017, 19:20
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 13710

Re: CPU and Single Core Implications

As I mentioned earlier, and was dismissed by Lagahan I don't mean to dismiss it at all, its definitely still up there in frame time consumption in some places for lower end CPUs! :oops: It was much improved for me with an update a while back, can't remember exactly which. There's definitely still a...
by Lagahan
04 Dec 2017, 20:55
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 13710

Re: CPU and Single Core Implications

OpenMW is multi-core, but the physics sub-system isn't. That's the bottleneck. Not all the time, draw calls can be an issue in places (Balmora, Ebonheart, big towns in general), but there's not much we can do about given how characters are rendered and how the game was designed for low draw distanc...
by Lagahan
07 Oct 2016, 13:00
Forum: Off Topic
Topic: OpenMW Wiki Theme
Replies: 17
Views: 2230

Re: OpenMW Wiki Theme

Looks awesome! Will be nice to have a consistent theme across resources for OpenMW!
by Lagahan
01 Sep 2016, 17:33
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 40792

Re: OpenMW 0.40.0

Well, several people have verified the 64-bit binary, haven't heard anyone mention the 32-bit one. Just wanted to chime in with my verification on the 64bit binary also, not sure exactly how many hours I've put into it but I've got to level 46 from fresh with this (off sick so lotsa gaming done thi...
by Lagahan
28 Aug 2016, 10:50
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 40792

Re: OpenMW 0.40.0

ap0 wrote:Care to put them here?
Ah, didn't know about that page, will do!
Edit: Done. Took a while to upload 4K screens (~7MB apiece!) but the quality is better than Imgur.
by Lagahan
28 Aug 2016, 09:23
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 40792

Re: OpenMW 0.40.0

Played a few hours yesterday of the latest release, damn this engine is shaping up really pretty! Even with the original assets at times it looks great, I finally got rid of my AMD card (got a 1070) so I've been able to turn on the water shaders and DSR without my CPU causing it to grind to a halt. ...
by Lagahan
21 Jul 2016, 14:00
Forum: Feature Requests and Suggestions
Topic: Oculus Rift
Replies: 47
Views: 17743

Re: Oculus Rift

The biggest issue back when this topic was started was the non interpolated physics movement that would've caused judder and also the performance issues. I think the engine is at the point where it runs well enough now for VR though, however it would require the water shader being turned off as inst...
by Lagahan
17 Apr 2016, 15:18
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 29692

Re: OpenMW 0.39.0

Huh, interesting stuff! Wonder if that MultiDrawIndirect would be of any use for VR stereoscopic rendering... More strain on the GPU is no problem since it doesn't break 50-60% utilization at the moment anyway. Got a response from an AMD employee on the reddit post about that texture flickering issu...