Search found 40 matches

by Xenuria
02 Aug 2017, 15:11
Forum: Feature Requests and Suggestions
Topic: Scalability & Stability
Replies: 7
Views: 2034

Re: Scalability & Stability

viewing distance = 35924
exterior cell load distance = 1

With these settings I get a jittery 25-35 fps outdoors. How do I properly read the F3 menus to determine where the bottleneck is? Is there documentations I have overlooked that explains the bars moving about?
by Xenuria
02 Aug 2017, 11:18
Forum: Feature Requests and Suggestions
Topic: Scalability & Stability
Replies: 7
Views: 2034

Re: Scalability & Stability

Be aware that "exterior cell load distance" is the radius for the number of fully loaded and active cells, excluding the one the player is in. So with the default 1, that gives a diameter of 3, so there's 3x3 (9) cells loaded around the player. With your change to 3, that's a diameter of 7, so ther...
by Xenuria
02 Aug 2017, 00:06
Forum: Feature Requests and Suggestions
Topic: Scalability & Stability
Replies: 7
Views: 2034

Scalability & Stability

Hi, I am Xenuria and I am going to be posting some documentation showing the rather sharp difference in performance between the following scenarios. OpenMW 0.42.0 on Max Settings Vanilla View Distance OpenMW 0.42.0 on Max Settings Non-Vanilla View Distance/ Distant land and cells loaded. https://www...
by Xenuria
31 Jul 2017, 19:31
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 439
Views: 271751

Re: OpenMW Nightly builds

Forgive my ignorance but I am confused by the distinction between OpenMW Nightly Builds and the OpenSceneGraph (OSG) Builds and forks.

If I want performance on a high end gaming rig I want OSG right? And does OSG install over top of an existing OpenMW Install?
by Xenuria
16 Jul 2017, 13:25
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 4825

Re: Map Options

As you say OpenMW isn't multi-core yet. Forgive my ignorance but wouldn't choosing an engine that is natively multi-core and 64-bit be a starting point? Not something you work towards after already having most of the game working on an engine? No two engines are the same. Trying to fit game data fr...
by Xenuria
15 Jul 2017, 18:56
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 4825

Re: Map Options

I had this vision in my head of OpenMW in it's final form being able to render the entire game world with ease or at least solid 60 fps outdoors with all the latest visual mods. This is highly unlikely to happen at any time with any engine. I don't know that much about the exact technical aspects i...
by Xenuria
15 Jul 2017, 00:15
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 4825

Re: Map Options

I am starting to get concerned by the overall progress and likely hood of these map features ever coming out. OpenMW is a massive step up from the vanilla engine and plays way smoother but it's still not perfect. It still dosn't take full 64-bit advantage of my 1080 graphics card or my SSD. I had th...
by Xenuria
25 Mar 2017, 20:23
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 4825

Re: Map Options

ezze wrote:I think you can almost get what you need with a simple trick. Create an empty texture file and replace the triangle texture.

I played like that for a while, the map is still very precise, but without the arrow it does not look like a GPS anymore.
I don't understand.
by Xenuria
12 Mar 2017, 01:15
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 4825

Map Options

There are some suggestions that I have for the world map.They are listed below. I would like an option that lets me put in a command and cause the entire world map to fill as though it was explored. An option to selectively hide and/or un-complete discovered areas. The ability to show metrics for ho...
by Xenuria
05 Mar 2017, 21:26
Forum: General Development
Topic: .ess Importer
Replies: 48
Views: 25383

Re: .ess Importer

I also have an issue where NPCs die as I walk into their grid. I imported a save using the .ess importer. Everything works amazing except the fact that everywhere I go NPCs instantly fall to the ground and die. Any work arounds would be amazing. It's like I made some faustian deal with a demon or de...