Search found 279 matches
- 20 May 2021, 04:50
- Forum: Support
- Topic: Lost reflective water on update
- Replies: 3
- Views: 1731
Re: Lost reflective water on update
Water reflection is changed via the in-game settings.
- 18 May 2021, 04:27
- Forum: General
- Topic: What is exactly the point of this project?
- Replies: 6
- Views: 7954
Re: What is exactly the point of this project?
Welcome to OpenMW forums. Please read the FAQ on the OpenMW main website as your question is frequently asked. But to sum up, OpenMW is an example of completely legal clean-room reverse engineering and shares no code with the NetImmerse engine at all. Furthermore, it is solely an open-source game en...
- 30 Apr 2021, 02:00
- Forum: General
- Topic: Low FPS - CPU Bottleneck
- Replies: 2
- Views: 6042
Re: Low FPS - CPU Bottleneck
OpenMW uses multithreading for many things, but the draw operation is necessarily kept to a single thread. Morrowind's old age works against it; it is horrifically draw-bottlenecked compared to modern games, due to how its assets and world were built. Some mods make this even worse by tripling the n...
- 26 Apr 2021, 12:16
- Forum: General Development
- Topic: Soft Particles
- Replies: 4
- Views: 6292
Re: Soft Particles
Besides the GPU overhead, if the worst case is that it merely looks the same as it does now without the feature active, that's not too bad at all for an optional feature. A more elegant solution that provides extra data, like the checkbox with distance factor, could be developed in the future.
- 26 Apr 2021, 00:45
- Forum: General Development
- Topic: Soft Particles
- Replies: 4
- Views: 6292
Re: Soft Particles
I think it looks superb, and have wanted something like this for a long time. Do you have an example of particles that look blatantly incorrect with this technique? Ones that break the illusion, as you put it. Because if in 90% of cases it looks great, and the remaining 10% have the possibility of s...
- 22 Apr 2021, 08:28
- Forum: Support
- Topic: Great House Strongholds - A preview!
- Replies: 10
- Views: 3949
Re: Great House Strongholds - A preview!
From what I can tell, you'd still have an issue from the other end - enabling the stronghold through the usual quest stage will not actually update the visuals until you enter its exterior cell, so it will "pop" into existence when you approach the area. I still don't know how something hu...
- 31 Mar 2021, 02:17
- Forum: General Development
- Topic: Introducing Proper Fading
- Replies: 12
- Views: 10686
Re: Introducing Proper Fading
Cross-fading between LOD (which Skyrim also has) is high on my Wishlist too. I've been hand-making LOD for lots of the common exterior objects.
- 30 Mar 2021, 09:21
- Forum: General Development
- Topic: Introducing Proper Fading
- Replies: 12
- Views: 10686
Re: Introducing Proper Fading
I think we're saying the same thing. Small feature culling "works" with active grid paging, except the objects are now a chunk, which of course is much larger and so they are not culled from the same distance. Here is some example footage, if anyone was curious: https://streamable.com/nnh1...
- 30 Mar 2021, 09:08
- Forum: General Development
- Topic: Introducing Proper Fading
- Replies: 12
- Views: 10686
Re: Introducing Proper Fading
Object paging already "disrupts" small feature culling and NiLODNode - pages are not rebuilt, the culling/lod is simply chunkified, leading to some objects in the chunk changing sooner or later than expected. Implementing object fading while leaving paging as-is will probably have a simila...
- 29 Mar 2021, 00:13
- Forum: General Development
- Topic: Introducing Proper Fading
- Replies: 12
- Views: 10686
Re: Introducing Proper Fading
For what it's worth, oblivion has alpha blend fading out the wazoo (see above), and that ran better than OpenMW on my Intel HD 3000 integrated graphics. It also was designed with the Xbox 360 in mind. I think the alpha blending concern is perhaps overstated compared to the benefits.