Search found 1564 matches

by Chris
29 May 2020, 23:03
Forum: Feature Requests and Suggestions
Topic: Improved File Format for omwaddon files
Replies: 18
Views: 885

Re: Improved File Format for omwaddon files

As for problems such as line endings, formatting, encoding and large file sizes, those are the same problems that software development has always had to deal with, and the solutions are no different than any other situation. Line endings, formatting, and encoding are only an issue when dealing with...
by Chris
25 May 2020, 19:53
Forum: Feature Requests and Suggestions
Topic: Ability to make OpenMW portable on Windows
Replies: 2
Views: 281

Re: Ability to make OpenMW portable on Windows

Is there a way to vote or prioritize fixes like this? This sounds like a pretty simple fix and it was raised 5 years ago. The best way to hurry it along is to provide a patch or pull/merge request. Work gets done on OpenMW when and where someone volunteers their time to work on it, so if nobody is ...
by Chris
21 May 2020, 15:40
Forum: Feature Requests and Suggestions
Topic: Improved File Format for omwaddon files
Replies: 18
Views: 885

Re: Improved File Format for omwaddon files

A text-based format sounds like a really bad idea. The main benefit of being text-based, human-readability, quickly goes out the window with non-small files. Similarly if you try to enforce rules for data structuring, it's easy to create a monster that is not pleasant to create, edit/diff, or use. O...
by Chris
01 May 2020, 17:10
Forum: General Development
Topic: OpenMW on Vulkan API?
Replies: 7
Views: 961

Re: OpenMW on Vulkan API?

That said, OpenMW is an open-source volunteer-driven effort. If someone puts in the effort, and is willing to stick with it, it could be considered for (future) inclusion. Just be aware that it would be quite a bit of work, not only getting Vulkan to work, but to be compatible with the shaders and w...
by Chris
17 Apr 2020, 21:35
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3491

Re: Better grass support

The fact of the matter is, as you ask for more physically accurate reflections and shadows, you quickly approach the point at which ray tracing becomes more efficient than rasterization, especially if the geometric complexity of the scene is high. And that's where cost:benefit comes into play. Cons...
by Chris
16 Apr 2020, 22:09
Forum: General Development
Topic: Default graphic settings to show improvement over vanilla engine
Replies: 16
Views: 1162

Re: Default graphic settings to show improvement over vanilla engine

People who turn up ECLD are also likely modding their games, and having high quality meshes and textures can also increase the load caused by extra cells. Have cell preloading enabled too? That's more pressure. It's not the we "don't like" ECLD (if we didn't, it would've never been added), but it's ...
by Chris
15 Apr 2020, 19:18
Forum: General Development
Topic: Default graphic settings to show improvement over vanilla engine
Replies: 16
Views: 1162

Re: Default graphic settings to show improvement over vanilla engine

2. In my experience, ECLD>1 works great and the increased object view distance significantly enhances the player experience. It might not be the 'perfect world' solution to distant statics, but if it works, why not advertise it more as a feature to players (as long as their hardware can handle it)?...
by Chris
11 Apr 2020, 17:26
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3491

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 Chris
04 Apr 2020, 03:30
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3491

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 Chris
05 Mar 2020, 21:16
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8518

Re: Distant Lands and OpenMW

It is worth nothing that while MGE's method has flaws, people in general absolutely love it because relative to the original game it is still a tremendous visual improvement. Basically, if people here aim for too much perfection in the system right off the bat, it'll never end up getting done, wher...