Search found 279 matches
- 30 May 2022, 13:37
- Forum: Support
- Topic: 40 FPS on an RTX 3080
- Replies: 3
- Views: 1463
Re: 40 FPS on an RTX 3080
If the Draw bar is as long as GPU, it's almost certainly CPU limited. That RTX 3080 is just idling most of the time waiting for the (probably much less capable) CPU to send 9022 draw calls. A ridiculous number, given that modern games take pains not to go over 2500. Badly optimized vanilla assets, s...
- 07 Mar 2022, 13:37
- Forum: General
- Topic: Please stop implementing Vanilla Bugs as Features
- Replies: 6
- Views: 7353
Re: Please stop implementing Vanilla Bugs as Features
With a few exceptions, OpenMW generally favors vanilla engine behavior as a baseline unless it's blatantly wrong. The reason for this is so that it has maximum compatibility with existing mods and player expectations. This can be frustrating at times, but the end goal has always been to dehardcode t...
- 18 Nov 2021, 00:34
- Forum: Support
- Topic: OpenMW 0.47 NPC glitches
- Replies: 6
- Views: 2215
Re: OpenMW 0.47 NPC glitches
This is most likely the issue of certain actors like Danso Indules spawning before the large objects they're standing on are loaded, which happens because the object's origin actually belongs to the next cell over - in the unloaded chunk. It's already fixed for 0.48.0.
- 02 Oct 2021, 23:37
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 189593
Re: OpenMW 0.47.0
No more problems with VC redist on my end.
- 24 Aug 2021, 09:16
- Forum: General
- Topic: Benchmarks / Hardware Specs
- Replies: 105
- Views: 129163
Re: Benchmarks / Hardware Specs
Basically, stuff has to happen engine-side before the PBR materials in those mods can be handled properly in-game. OpenMW doesn't create PBR materials themselves, in the same way it doesn't generate normal maps; that is the domain of content creators. Once PBR is properly supported, we will probably...
- 23 Aug 2021, 12:32
- Forum: General
- Topic: Benchmarks / Hardware Specs
- Replies: 105
- Views: 129163
Re: Benchmarks / Hardware Specs
Objects would ideally use one texture. Actually, the more objects can share a texture, the better. This is the purpose of mods like Project Atlas, which does indeed rework meshes to make then share a texture atlas. Ray tracing is still too far off to see, but a more immediately useful step before th...
- 30 Jul 2021, 08:38
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 189593
Re: OpenMW 0.47.0
RC6 breaks my Visual C++ packages once again.
- 21 Jun 2021, 01:00
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 189593
Re: OpenMW 0.47.0
Installing RC3 breaks my Visual C++ packages for some reason. I have to repair them from VC_redist.64.exe in order for the RC3 (and all my other OpenMW installations) to work properly again. Aside from that, it looks like multithreaded bullet is working (no warning in openmw.log when using >1 thread...
- 08 Jun 2021, 15:16
- Forum: Feature Requests and Suggestions
- Topic: Stop rain/snow from falling through pieces of environment?
- Replies: 19
- Views: 15120
Re: Stop rain/snow from falling through pieces of environment?
This is really, really cool.
- 20 May 2021, 21:32
- Forum: Support
- Topic: Lost reflective water on update
- Replies: 3
- Views: 1740
Re: Lost reflective water on update
I'm not actually sure what you mean by map zoom - as far as I know the MR that allows zooming of the world map has will not be merged until after 0.47.0 release. Also, I don't know what you mean by "master" config; are you referring to the settings-default.cfg that users are explicitly tol...