Search found 241 matches

by Br0ken
10 May 2017, 10:12
Forum: Feature Requests and Suggestions
Topic: Oculus Rift
Replies: 60
Views: 25681

Re: Oculus Rift

I hate these licensing issues... :cry:
"The integration of OpenSceneGraph with our framework requires only few lines of code", so it would be great if QVR will be GPL-compatible.
by Br0ken
09 May 2017, 23:34
Forum: Feature Requests and Suggestions
Topic: Oculus Rift
Replies: 60
Views: 25681

Re: Oculus Rift

An open-source library that support variuos VR devices. Based on Qt and requires no other libraries. Looks nice!
https://github.com/marlam/qvr
by Br0ken
01 Mar 2017, 11:37
Forum: Off Topic
Topic: AMD, Vulkan and Bethesda
Replies: 4
Views: 1088

AMD, Vulkan and Bethesda

Looks like a Bethesda's next games will be use a Vulkan API and loves AMD GPU.

http://www.techradar.com/news/bethesda- ... -and-ryzen
by Br0ken
26 Feb 2017, 11:17
Forum: Organisation and Planning
Topic: OpenMW 0.42.0
Replies: 306
Views: 80849

Re: OpenMW 0.42.0

GPUOpen FX libraries works with DirectX 11 only.
by Br0ken
26 Feb 2017, 09:15
Forum: Organisation and Planning
Topic: OpenMW 0.42.0
Replies: 306
Views: 80849

Re: OpenMW 0.42.0

Pretty sure that Gameworks is not GPL compatible. And using of nVidia only libraries is a bad idea.
by Br0ken
11 Feb 2017, 22:07
Forum: General
Topic: Vulkan support
Replies: 15
Views: 5100

Re: Vulkan support

Robert Osfield of OSG write: My plan is complete the OSG-3.6 stable release and then move to the new scene graph. My intention is for the core of the new scene graph to be API agnostic, then have backends for Vulkan, OpenGL and OpenGL ES. The focus will be primarily on Vulkan in terms of making sur...
by Br0ken
05 Feb 2017, 15:55
Forum: Organisation and Planning
Topic: OpenMW 0.42.0
Replies: 306
Views: 80849

Re: OpenMW 0.42.0

Sounds intriguing! 8-)
by Br0ken
05 Feb 2017, 00:27
Forum: General Development
Topic: Advanced rendering
Replies: 26
Views: 7001

Re: Advanced rendering

Another option is Clustered Forward Rendering, used by Doom4 (https://forum.openmw.org/viewtopic.php?f=4&t=3787). I read a bit about this stuff, looks like a quite interesting approach. And it can be done even with OpenGL 2.0 (according to Ola Olsson, author of this method). Nice compilation of rea...
by Br0ken
26 Aug 2016, 23:12
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 10527

Re: PBR implementation

Hrnchamd, author of MGE XE, is working on PBR implementation to vanilla Morrowind. I think that he might help you.

http://forums.bethsoft.com/topic/159376 ... ototype-2/