Search found 90 matches

by CMAugust
15 Feb 2018, 12:35
Forum: General discussion
Topic: Alternative to OSG animations
Replies: 1
Views: 2602

Re: Alternative to OSG animations

I too am eager to see OpenMW champion a modern asset framework and set a new standard for mod creation. If you're interested, there's been some discussion of possible ideas and implementation in topics such as this one.
by CMAugust
14 Feb 2018, 13:42
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6953

Re: Distant Terrain Performance

I've been testing the new feature and the improvement is huge. The test save with 159 composites that loaded in 36 seconds is now doing it in about 8, less if I lower the target framerate. Using a Scroll of Icarian Flight can sometimes look downright smooth. I still feel at least some of the most si...
by CMAugust
13 Feb 2018, 01:58
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6953

Re: Distant Terrain Performance

Thanks for looking into this. I'll download the next nightly and post some results. As for Tamriel Rebuit, I haven't tried it in OpenMW yet; this is purely vanilla terrain with maxed view distance. I wonder how much of an impact it makes.
by CMAugust
12 Feb 2018, 22:45
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7426

Re: Subdivided Exterior Grid

You're right, it's because I wrongly assumed I could multiply the square total of a cell by 5 to get the overall size. Edit: or I could have followed my original method and simply not get the square calculation wrong (58.5x2 instead of the correct 58.5x58.5). I did say maths isn't my forte... A corr...
by CMAugust
12 Feb 2018, 21:48
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6953

Re: Distant Terrain Performance

I have a Core i5 2500k processor and a GTX 970 graphics card. Loading a save looking downward at Tarhiel I was getting an average of 280fps and a composite count of 159, which took 36 seconds to clear standing still. There have been other cases where the wait has been considerably longer but I hadn'...
by CMAugust
12 Feb 2018, 14:53
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7426

Re: Subdivided Exterior Grid

If you mean to say that having fewer cells loaded at a time (9 in Morrowind vs 25 in Skyrim) implies better performance, I don't know if that's the case. I'm no good at maths, but if I understand correctly, crossing a cell border in Skyrim loads 5 new 58.5x58.5m cells: 585 square meters altogether. ...
by CMAugust
12 Feb 2018, 05:58
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7426

Re: Subdivided Exterior Grid

Good point, I overlooked that the distance units themselves are arbitrary. My main concern is Morrowind itself and the scale it chose to use. OpenMW doesn't have enough tricks up its sleeve (yet) to prevent the game skipping as new cells and their contents appear, even on a good PC. Perhaps in addit...
by CMAugust
12 Feb 2018, 02:34
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6953

Re: Distant Terrain Performance

Thank you, I've tested further while observing the F4 data. Loading a save outdoors can result in a composite count of well over 100. Even slightly moving the camera around during these times can cause severe choppiness. Even with a high frame rate it can be a lengthy wait (minutes) for this number ...
by CMAugust
11 Feb 2018, 14:00
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6953

Distant Terrain Performance

I am unable to eliminate a noticeable pause crossing exterior cell boundaries when distant terrain is set to true, even though the performance impact at other times appears to be minimal. Additionally, in a freshly-loaded exterior (such as travelling from indoors to outdoors or loading a save) one c...
by CMAugust
11 Feb 2018, 00:02
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7426

Re: Subdivided Exterior Grid

If cell loading and rendering can be broken into more manageable pieces as you say without changing the cell size, that would alleviate the problem too. Apart from the vanilla content struggling as it is, any new project running in OpenMW will certainly aspire to the object density of a modern game,...