Search found 56 matches

by FiftyTifty
06 Dec 2017, 01:06
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 34964

Re: CPU and Single Core Implications

With OpenGL 4.3 you can use glMultiDrawArraysIndirect/glMultiDrawElementsIndirect to achieve what MajinCry is suggesting. How much of a performance increase you'll get will of course depend on the driver implementation of it. I do think it would be best for the devs to make contact with Boris Voron...
by FiftyTifty
05 Dec 2017, 16:36
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 34964

Re: CPU and Single Core Implications

But from what I'm seeing in this thread, the Draw thread seems to be the bottleneck for most people, and I don't have many ideas for that. It's possible that opting for Vertex Array Objects instead of display lists (to be released with OSG 3.6) would help with AMD GPU's (I know it doesn't help for ...
by FiftyTifty
31 Jul 2016, 23:59
Forum: Feature Requests and Suggestions
Topic: 5K resolution, Quad-SLI and 10-core support?
Replies: 39
Views: 12480

Re: 5K resolution, Quad-SLI and 10-core support?

Asking for more robust graphics is a bit wanky, considering the antiquated visuals the game ships with, but having the game be parallelized can only be a good thing. Let's have the AI being processed in the background, with all of yer cores workin' on it. Why have that? So we can have buttloads of N...
by FiftyTifty
20 Jul 2016, 16:36
Forum: Feature Requests and Suggestions
Topic: Overhead Dialogue Text
Replies: 6
Views: 3297

Overhead Dialogue Text

One o' me pet peeves with Bethesda's games, is that the dialogue text is limited tae one line only, with said line being at the bottom of the screen. What would do wonders, 'specially for Morrowind (since it has hardly any voice acting to begin with), is to have an NPC's spoken dialogue text appear ...
by FiftyTifty
04 Jun 2016, 20:23
Forum: Feature Requests and Suggestions
Topic: Dynamic Static Batching
Replies: 3
Views: 2767

Re: Dynamic Static Batching

Gonna just give this a lil' nudge up. More performance is good performance, after all, 'n' having a robust batching implementation will do wonders when the view distance is jacked up.
by FiftyTifty
16 Apr 2016, 23:30
Forum: Organisation and Planning
Topic: OpenMW 0.39.0
Replies: 144
Views: 47004

Re: OpenMW 0.39.0

One solution ta reflections, would be tae implement a robust batching implementation; use all the threads of a CPU to make a couple vertex buffers, and just render 'em. Trick is to accommodate for enabled/disabled meshes (dropping/picking up an item, changing armour, despawned NPC, etc.), but that's...
by FiftyTifty
03 Mar 2016, 01:57
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 4938

Re: iFPSClamp Equivalent?

I figured it was time to update the OSG and stuff, so I've been working on getting new binary packages built since yesterday. I think I just got the first quarter of the OSG package to build properly, so can soon start packaging up the rest of the necessities needed for OpenMW. Hopefully you can ex...
by FiftyTifty
01 Mar 2016, 23:37
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 4938

Re: iFPSClamp Equivalent?

Well yes, OSG (can) use some external dependencies, but these are only used for things like loading exotic 3D model formats, definitely not frame timing, that is osg::Timer's job. And, for the record, we don't actually use any of these optional OSG dependencies. You can compile a "lean" build of OS...
by FiftyTifty
01 Mar 2016, 22:34
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 4938

Re: iFPSClamp Equivalent?

I think another cause for the lack of smoothness was bug 3052 . Unfortunately, this one relies on a fix to OSG not just OpenMW. The latest OSG and OpenMW-OSG repositories do have this fix, but I don't think Ace's nightlies have been updated to this new OSG version yet. Regarding that timing functio...
by FiftyTifty
29 Feb 2016, 02:21
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 4938

Re: iFPSClamp Equivalent?

The physics tickrate seems to be set to run at 60fps at all times in this, there's a bug about it on the bug tracker. Gives problems when the framerate is below and above 60, I can pull 120-140fps steady in OpenMW atm but the physics only update at 60 causing jittering on my 120hz monitor. You can ...