Search found 40 matches

by Xenuria
11 Nov 2019, 15:21
Forum: General
Topic: Benchmarks / Hardware Specs
Replies: 87
Views: 49971

Re: Benchmarks / Hardware Specs

https://www.youtube.com/watch?v=L6sBAZtm_t0 The builds have been getting better and better. 27 fps consistently with max draw distance and 2 grids. https://www.youtube.com/watch?v=hmDz8g3Pqgc Setting Grids to 3 makes for a much more realistic experience but it suffers exponentially at higher draw di...
by Xenuria
02 Jun 2019, 18:20
Forum: General
Topic: OpenMW-compatible texture/mesh replacers?
Replies: 8
Views: 3398

Re: OpenMW-compatible texture/mesh replacers?

To the best of my knowledge, nobody has made a fully compatible Open MW Mesh and texture re-placer that covers every single asset in the game. There is some really nice work happening with some nexus mod projects but all of them are different people and none of them are overtly collaborating with ea...
by Xenuria
26 May 2019, 19:18
Forum: General
Topic: osgFX::Cartoon
Replies: 12
Views: 2548

Re: osgFX::Cartoon

You don't mean like Team Fortress 2 and fortnite do you? That would be disastrous to the art style of this game.
by Xenuria
13 Mar 2019, 16:31
Forum: Feature Requests and Suggestions
Topic: Fill Map Command
Replies: 8
Views: 1299

Re: Fill Map Command

I suppose anything is better than turning off collision, flying high up into the sky and setting speed to 6000. I will look into this.
by Xenuria
12 Mar 2019, 21:38
Forum: Feature Requests and Suggestions
Topic: Fill Map Command
Replies: 8
Views: 1299

Re: Fill Map Command

AnyOldName3 wrote:
10 Mar 2019, 01:08
The fastest way to do this right now would probably be to write a script that just coced every cell in turn.
I am not sure how I would do that or what settings I would use to make that a smooth process.
by Xenuria
09 Mar 2019, 20:09
Forum: Feature Requests and Suggestions
Topic: Fill Map Command
Replies: 8
Views: 1299

Re: Fill Map Command

I know it would be intensive but it would still be less taxing than setting speed to 20000 and turning off collision and then flying around the map in a jagged attempt to draw it. It's a functionality that should exist even if only for the purposes of testing UI stuff or mods.
by Xenuria
09 Mar 2019, 19:07
Forum: Feature Requests and Suggestions
Topic: Fill Map Command
Replies: 8
Views: 1299

Fill Map Command

I have spent a good amount of time testing the UI and different sizing options for the Global map, the local map and the placement of icons on the map for towns. I have also been tinkering with new land masses as well as changes in map texture and resolution. The number one bottleneck I experience i...
by Xenuria
09 Feb 2019, 18:34
Forum: General
Topic: Benchmarks / Hardware Specs
Replies: 87
Views: 49971

Re: Benchmarks / Hardware Specs

I have built a baseline OpenMW experience such that frame rate and stability data can be gathered. The only mods used are listed in the reproduction steps in order of their implementation. Getting OpenMW to behave with 2 installs of Morrowind was a nightmare so I changed the location of my old one a...
by Xenuria
26 Nov 2018, 22:34
Forum: General
Topic: Distance Rendering
Replies: 27
Views: 6400

Re: Distance Rendering

Being overtly hostile and openly flaming users for asking questions or offering feedback is not the way to success. We are on the same team. The past few days reading this forum have caused me no shortage of upset and distress. I have a vested interest in the success of this project but the communit...
by Xenuria
26 Nov 2018, 17:32
Forum: General
Topic: Distance Rendering
Replies: 27
Views: 6400

Re: Distance Rendering

Do you even know what you're saying when you say 'make OpenMW fully 64-bit'? I don't think we do. AMD64 brought three main benefits over IA32. The first is that it can address much more memory, and there's no part of OpenMW that isn't using 64-bit pointers, so there's no way we're hitting an issue ...