Search found 39 matches

by MajinCry
16 Dec 2017, 21:14
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 12306

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 discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 12306

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 discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 12306

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 discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 12306

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 discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 12306

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: 6612

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: 1884

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: 1838

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: 28666

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...
by MajinCry
03 Mar 2016, 01:57
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 2685

Re: iFPSClamp Equivalent?

I figured it was time to update the OSG and stuff, so I've been working on getting new binary packages built since yesterday. I think I just got the first quarter of the OSG package to build properly, so can soon start packaging up the rest of the necessities needed for OpenMW. Hopefully you can ex...