Search found 337 matches

by akortunov
18 Aug 2018, 17:31
Forum: Support
Topic: Framerates haven't changed since installing better gpu (ubuntu 14.04)
Replies: 13
Views: 185

Re: Framerates haven't changed since installing better gpu (ubuntu 14.04)

rileyball2 wrote:
18 Aug 2018, 17:27
This is what shows up when I open up the profiler (pressed F3 four times instead of just twice in case anything else helped)
This screenshot says you have 58 FPS, which is a quite good.
Post screenshot from Balmora.
by akortunov
18 Aug 2018, 16:54
Forum: Support
Topic: Framerates haven't changed since installing better gpu (ubuntu 14.04)
Replies: 13
Views: 185

Re: Framerates haven't changed since installing better gpu (ubuntu 14.04)

rileyball2 wrote:
18 Aug 2018, 16:16
Is there a way to fix that? Or check that that's what my problem is?
Press F3 twice. There will be a profilier. If you have a CPU-limited setup, there will be high numbers under Physics or Cull sections.
Or you can just put screenshot with opened profilier here.
by akortunov
18 Aug 2018, 08:04
Forum: Feature Requests and Suggestions
Topic: Swift Cast
Replies: 10
Views: 2806

Re: Swift Cast

qiemem wrote:
18 Aug 2018, 06:01
This looks amazing. Are you planning on opening a PR?
No, we decided that it is a post-1.0 feature.
by akortunov
18 Aug 2018, 08:02
Forum: Support
Topic: Framerates haven't changed since installing better gpu (ubuntu 14.04)
Replies: 13
Views: 185

Re: Framerates haven't changed since installing better gpu (ubuntu 14.04)

rileyball2 wrote:
18 Aug 2018, 05:37
Why has my framerate not improved?
Probably because your bottleneck is CPU.
by akortunov
12 Aug 2018, 12:47
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14324

Re: Older bump mapped mods (and how to make them work in OpenMW)

I just want people to convert mods the good way instead of keeping it as it is because "it kind of works". But whatever. I guess you're right. A common player will not convert every mod by himself, especially if he uses a modpack (MGSO, for example). He will be forced to disable mods or return to o...
by akortunov
11 Aug 2018, 05:47
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14324

Re: Older bump mapped mods (and how to make them work in OpenMW)

I found a guide for DirectX, but I have no idea how to implement something similar with OSG.
by akortunov
10 Aug 2018, 19:08
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14324

Re: Older bump mapped mods (and how to make them work in OpenMW)

lysol wrote:
10 Aug 2018, 19:01
Do they look like bad normal maps (like they do when used with MCP) or like "real" normal maps?
Sorry, I can not compare with MCP.
As for me, it looks like a "bad normal maps": https://imgur.com/a/elzmvOB
by akortunov
10 Aug 2018, 18:23
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14324

Re: Older bump mapped mods (and how to make them work in OpenMW)

Using "Bump Map Luma Scale" indeed fixed On the Rocks! shininess. Money from Shiny Septims is still shiny - it uses "Bump Map Luma Scale" = 1. EDIT: probably my current approach is not correct. I suppose "Scale" means "take pixels from texture and multiply their color by Scale value". "Offset" in th...
by akortunov
10 Aug 2018, 15:25
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14324

Re: Older bump mapped mods (and how to make them work in OpenMW)

I wonder how vanilla game handles texture effects. If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections. In this case bump-mapped mods (such as On the Rocks!) should work in Morrowind in the same way as in...