Search found 4 matches

by gerciolisz
10 Mar 2018, 04:16
Forum: Other Forks and Ports
Topic: [WIP] Android port testing
Replies: 507
Views: 290320

Re: [WIP] Android port testing

Just tried this on my Samsung Galaxy Tab S3. First awesome work I was able to get the game to start up, start a new game and saw enough to know that it was rendering nicely and etc. both in OGL1 and OGL2. Right now I'm getting hung up on the input your name problem. A couple data points that might ...
by gerciolisz
09 Mar 2018, 13:36
Forum: Other Forks and Ports
Topic: [WIP] Android port testing
Replies: 507
Views: 290320

Re: [WIP] Android port testing

Just for your info. I've set view distance to 20000 and it worked as it should :) ofc It was lagging horribly but on 10000 it works almost same as stock max 6666 for me. Crashes on my device happens only when using virtual sticks or when going out from buildings but overall that happens rarely. It i...
by gerciolisz
07 Mar 2018, 14:20
Forum: Other Forks and Ports
Topic: [WIP] Android port testing
Replies: 507
Views: 290320

Re: [WIP] Android port testing

I saw some posts about poor optimization here and there. But this is the best we can get, if some doesnt work, its probably because your device is weak. On snapdragon 835, performance is better than any on my pcs. Its open source implemetation of engine done by great people and than ported by Xyzz ...
by gerciolisz
05 Mar 2018, 12:25
Forum: Other Forks and Ports
Topic: [WIP] Android port testing
Replies: 507
Views: 290320

Re: [WIP] Android port testing

Hi guys. I am really happy to experience Morrowind on Android thanks to you. I am on lg G5 h850 with stock Android 7.0 and everything works fine. I am using goes v1 but game started working better when I changed in game option to trilinear filtering, anisotropic 0 and view distance to Max. Tried Mor...