Search found 40 matches

by MajinCry
04 Mar 2019, 20:32
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 6862

Re: Unlimited Light Sources with Clustered Forward Shading

Deferred Shading is not as specific in use as just for when there are many small lights. With DS, draw calls concerning lights are only submitted for as many objects that are being affected by a given light. So if you have five lights in the scene, of 300 unlit objects with 30 objects being affected...
by MajinCry
16 Dec 2017, 21:14
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 28553

Re: CPU and Single Core Implications

Damn it! I just bought fx-9590 :| It runs at 4.7 Ghz, with turbo 5Ghz Will OpenMW 0.43 not work faster with it? Are you using an AMD GPU? OpenGL's draw calls are slow as all hell on AMD's driver unfortunately. If you are using an AMD GPU, give this benchmark a run, to get an idea on how the FX 9590...
by MajinCry
09 Dec 2017, 21:02
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 28553

Re: CPU and Single Core Implications

@MajinCry, I don't think the batching method is really our problem (any method is more or less fine I think), the problem is what can we batch in the first place when this gets massively complicated by Morrowind's files which: * are affected by many (some moving) lights, * move or disable objects u...
by MajinCry
09 Dec 2017, 15:10
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 28553

Re: CPU and Single Core Implications

Has the OpenMW team ever made contact with Boris Vorontsov previously? I said it before, but he'd be a great contact to get info on optimizing the renderer side of things.
by MajinCry
06 Dec 2017, 01:06
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 28553

Re: CPU and Single Core Implications

With OpenGL 4.3 you can use glMultiDrawArraysIndirect/glMultiDrawElementsIndirect to achieve what MajinCry is suggesting. How much of a performance increase you'll get will of course depend on the driver implementation of it. I do think it would be best for the devs to make contact with Boris Voron...
by MajinCry
05 Dec 2017, 16:36
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 28553

Re: CPU and Single Core Implications

But from what I'm seeing in this thread, the Draw thread seems to be the bottleneck for most people, and I don't have many ideas for that. It's possible that opting for Vertex Array Objects instead of display lists (to be released with OSG 3.6) would help with AMD GPU's (I know it doesn't help for ...
by MajinCry
31 Jul 2016, 23:59
Forum: Feature Requests and Suggestions
Topic: 5K resolution, Quad-SLI and 10-core support?
Replies: 39
Views: 10177

Re: 5K resolution, Quad-SLI and 10-core support?

Asking for more robust graphics is a bit wanky, considering the antiquated visuals the game ships with, but having the game be parallelized can only be a good thing. Let's have the AI being processed in the background, with all of yer cores workin' on it. Why have that? So we can have buttloads of N...
by MajinCry
20 Jul 2016, 16:36
Forum: Feature Requests and Suggestions
Topic: Overhead Dialogue Text
Replies: 6
Views: 2816

Overhead Dialogue Text

One o' me pet peeves with Bethesda's games, is that the dialogue text is limited tae one line only, with said line being at the bottom of the screen. What would do wonders, 'specially for Morrowind (since it has hardly any voice acting to begin with), is to have an NPC's spoken dialogue text appear ...
by MajinCry
04 Jun 2016, 20:23
Forum: Feature Requests and Suggestions
Topic: Dynamic Static Batching
Replies: 3
Views: 2474

Re: Dynamic Static Batching

Gonna just give this a lil' nudge up. More performance is good performance, after all, 'n' having a robust batching implementation will do wonders when the view distance is jacked up.
by MajinCry
16 Apr 2016, 23:30
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 39775

Re: OpenMW 0.39.0

One solution ta reflections, would be tae implement a robust batching implementation; use all the threads of a CPU to make a couple vertex buffers, and just render 'em. Trick is to accommodate for enabled/disabled meshes (dropping/picking up an item, changing armour, despawned NPC, etc.), but that's...