Search found 35 matches

by imec
09 Dec 2018, 16:20
Forum: Support
Topic: OpenGL problem in raspberry pi
Replies: 11
Views: 434

Re: OpenGL problem in raspberry pi

Environment variable OPENMW_PHYSICS_FPS=15 should give you a pretty nice boost. There are also some settings for reducing the memory footprint of navmeshes that you should investigate as well. You might even want to try using a build from before navmeshes were merged to see if that improves things. ...
by imec
06 Nov 2018, 09:19
Forum: General Development
Topic: Combat AI target position selection
Replies: 3
Views: 281

Re: Combat AI target position selection

How do you feel about NPCs being able to flee to regions of the navmesh that are outside of the view of the player? Right now enemies hit with the fear spell will simply walk in straight lines away from the player. The more natural response would be for fleeing actors to try to hide from or lose the...
by imec
24 Jul 2018, 12:05
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 4802

Re: Water shaders, OpenMW vs MGEXE

The package linked in this thread is needed to render the sky and some other assets in the scene for anyone interested. Extracted files go in a folder called "resources" in the same folder as the executable.

http://forum.openscenegraph.org/viewtopic.php?t=17080
by imec
01 Jun 2018, 23:03
Forum: Off Topic
Topic: Robert Osfield Announces First Steps Towards VulkanSceneGraph
Replies: 11
Views: 1407

Robert Osfield Announces First Steps Towards VulkanSceneGraph

The VulkanSceneGraph project is now under-way and will be a multi-year effort to develop an open source, next generation scene graph based on the Vulkan graphics API and modern C++. The project is under the auspices of Robert Osfield, principal author and project lead of the OpenSceneGraph. The new...
by imec
22 May 2018, 16:41
Forum: General Development
Topic: Water shader tweaking
Replies: 10
Views: 3887

Re: Water shader tweaking

Options for statics, terrain and actors seems like it would be good, but I might be completely off-base. It seems like there are reasons to use different configurations: - Terrain + Actors + Statics (most realistic) - Terrain + Statics (better performance, what we currently have) - Terrain only (eve...
by imec
22 May 2018, 15:25
Forum: General Development
Topic: Water shader tweaking
Replies: 10
Views: 3887

Re: Water shader tweaking

I hate to bump this but being able to disable static object reflections would be such an improvement. At least, we can make it configurable. That visual fidelity may not excuse the performance loss for some users, especially if the user can use the additional GPU power for something different (e.g. ...
by imec
19 May 2018, 16:48
Forum: General Development
Topic: Shadows
Replies: 263
Views: 40332

Re: Shadows

I think I found a problem. A high view distance with a high uniform log ratio seems to cause flickering. I set my view distance to 250000 because it's just enough to see all of Morrowind plus most of the completed sections of Tamriel Rebuilt. However, to get nice splits up close I had to raise my un...
by imec
23 Apr 2018, 08:39
Forum: Support
Topic: GPU running at 80C?!
Replies: 2
Views: 396

Re: GPU running at 80C?!

I agree that these are fine temps for a GTX 970. If this is still bothering you then using vsync can help take load off of your GPU in cases where your FPS is going above your refresh rate. You can enable it in your settings.cfg file. If you don't like the input lag that vsync introduces or you want...
by imec
12 Apr 2018, 07:06
Forum: General
Topic: NPC Jumping - How would someone do that?
Replies: 5
Views: 1418

Re: NPC Jumping - How would someone do that?

Looking at the RecastDemo, it turns out that RecastNavigation supports something called Off-Mesh Links. They are essentially arches that connect meshes or bypass holes in a mesh. I am not sure if there is a way to generate them automatically in the library or not, but I suspect they will play centra...
by imec
11 Apr 2018, 06:07
Forum: General
Topic: NPC Jumping - How would someone do that?
Replies: 5
Views: 1418

Re: NPC Jumping - How would someone do that?

This is a really complicated subject and seems like it's going to be hard to fix after testing in-game a lot. Also, as you touched on with the lava there is some overlap here with AI behavior. Some problems: 1-way paths: If NPCs could drop anywhere there is a small ledge they would regularly trap th...