Search found 590 matches

by akortunov
12 May 2019, 20:52
Forum: Support
Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Replies: 27
Views: 2069

Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance

Some people just install different nightlies to determine a first broken one. You even do not need to check an every one - you can use a binary search algorithm here as well.
by akortunov
12 May 2019, 16:19
Forum: Support
Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Replies: 27
Views: 2069

Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance

1. Then it was multi-threaded but mutex-locked, I distinctly remember a time about a month or two ago when rendering was temporarily on the same frame as everything else and this wasn't happening. There were not any additional locks. The only difference is that OSG tried to assign threads to cores ...
by akortunov
12 May 2019, 15:40
Forum: Support
Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Replies: 27
Views: 2069

Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance

Stomy wrote:
12 May 2019, 14:31
Because this briefly wasn't happening when master was single-threaded, so I think one of these two issues might already cover it.
1. OpenMW was not single threaded at all.
2. OP claims that 0.45 has no this issue, but referenced bugs should affect 0.45 and older releases as well.
by akortunov
12 May 2019, 13:28
Forum: Support
Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Replies: 27
Views: 2069

Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance

Tamriel Rebuilt, with TR_Preview disabled Skyrim: Home of the Nords (though that shouldn't be an issue given how far away the Reach is) Distant Terrain in 0.45 and earlier versions is experimental feature and it is not optimized well, so it has issues with huge landmass mods, and there is nothing w...
by akortunov
11 May 2019, 15:13
Forum: Support
Topic: Disable rotating "idle" Camera?
Replies: 6
Views: 830

Re: Disable rotating "idle" Camera?

Or you can just set a huge value to the fVanityDelay GMST.
by akortunov
11 May 2019, 08:28
Forum: Feature Requests and Suggestions
Topic: Distant Statics Placeholder
Replies: 27
Views: 6125

Re: Distant Statics Placeholder

Why don't you make a PR? Because this branch is just a proof of concept to measure the FPS. I have no skills to impelement this feature in the mergable way. For example, our current preloading implementation was not designed for this feature and works in suboptimal way here, also there are some dat...
by akortunov
10 May 2019, 18:23
Forum: General Development
Topic: Distant objects
Replies: 34
Views: 9979

Re: Distant objects

That doesn't sound right, would you have to do it per-instance? I do not understand what do you want. Both Morrowind and OpenMW support NiLODNode, which allows to define different detalization levels in one mesh. You can use billboards for simplified detail levels as well (Morrowind Optimization Pa...
by akortunov
10 May 2019, 17:13
Forum: General Development
Topic: Distant objects
Replies: 34
Views: 9979

Re: Distant objects

Does anyone familiar with later versions of .nif know if this is how Skyrim or Oblivion handles tree impostors? IIRC, you need a separate DDS (handmade or generated by an external tool) as an object billboard, a one billboard per mesh. Then you should generate a description where to place them for ...
by akortunov
09 May 2019, 12:25
Forum: General Development
Topic: Thread sync issues
Replies: 0
Views: 731

Thread sync issues

This is a general thread do discuss possible threading issues in OpenMW. Current list of reported issues is here . To detect threading issues with GCC, you need to build both OpenSceneGraph and OpenMW with the -fsanitize=thread flag. Also keep in mind that the ThreadSanitizer does not like the OpenT...
by akortunov
09 May 2019, 04:42
Forum: Other Forks and Ports
Topic: Fatal Error - Font
Replies: 3
Views: 488

Re: Fatal Error - Font

Remove such metadata files, I suppose.