Search found 25 matches

by Sagacity
20 Apr 2020, 21:04
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 6610

Re: Better grass support

We haven't shown that it's possible to do realtime raytracing that looks anywhere close to as good as traditional rasterisation on equivalent hardware. We'll be a long way off that for a good few years yet. Demos that run in realtime are either using a hybrid approach (only using raytracing for a s...
by Sagacity
17 Apr 2020, 18:22
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 6610

Re: Better grass support

But the point is made, I believe, that ray tracing is stupidly parallel, and as we add complexity to the scene, the cost associated with ray tracing becomes more and more inline with the cost associated with rasterization. While technically true, it's an uphill battle. Raytracing has the disadvanta...
by Sagacity
10 Apr 2020, 21:18
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 6610

Re: Better grass support

To be fair here, with the increasing popularity of raytracing and path tracers as full or near-full replacements to traditional raster bases, this may not be so true in the future. Ray tracing really is an embarrassingly parallel rendering process, even given it's sequential aspects. Throwing more ...
by Sagacity
04 Apr 2020, 00:45
Forum: Feature Requests and Suggestions
Topic: Please bring back Fall Function
Replies: 20
Views: 3587

Re: Please bring back Fall Function

The engine could simply assume that physics doesn't apply, until it should, for all statics, and then apply a flag to static that does suddenly need physics to be applied. Or something like that.
by Sagacity
04 Apr 2020, 00:41
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 6610

Re: Better grass support

In rendering, there'll always be things that need to happen sequentially, like drawing shadow maps before drawing shadows, or the main frame before post-processing, or having to actually finish the frame before displaying it, and some of these steps can't even happen in parallel with another. To be...
by Sagacity
15 Jan 2020, 06:17
Forum: Feature Requests and Suggestions
Topic: Maximum texture resolution?
Replies: 2
Views: 959

Re: Maximum texture resolution?

The issue with this is that texture resolution, alone, is not a good indicator of texture quality, especially when considering textures on larger objects. Further, there are issues with using a generic slider. Certainly forcing mip-maps would increase speed, but what do you do when there aren't any ...
by Sagacity
17 Sep 2019, 14:27
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 12
Views: 4529

Re: PBR in OpenMW on reddit

I'm really confused. I thought we already had a legacy lighting/material treatment system in place, as is used with the various "force $feature" settings. Aren't we already using two different lighting/shading models?
by Sagacity
11 Sep 2019, 04:15
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 16442

Re: Water shaders, OpenMW vs MGEXE

I think you misunderstand. I knew that Morrowind used dynamically generated textures for it's water. I was not aware of what was or was not exposed to the shader currently in use for OpenMW and assumed it had the necessary information exposed to facilitate things like dynamic normal creation, and su...
by Sagacity
10 Sep 2019, 09:13
Forum: General
Topic: Ray Tracing in OpenMW
Replies: 4
Views: 3190

Re: Ray Tracing in OpenMW

AnyOldName3 wrote:
08 Sep 2019, 20:15
As explained in the other thread you said something like that in, that's not how it works.
I'm sorry, I explained why I misunderstood in the other thread.
by Sagacity
10 Sep 2019, 09:12
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 16442

Re: Water shaders, OpenMW vs MGEXE

Lots of the water's goodness in the vanilla engine is due to the shaders being fed other data that OpenMW isn't feeding its shader. There are improvements to be made that can be done in the shader itself, but to replicate vanilla or most MGE XE shaders perfectly, you'd need a chunk of extra work on...