Search found 2110 matches

by scrawl
11 Jan 2018, 03:01
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 2519

Re: Distant lands and frozen cliffracers

After much contemplation, I've made some changes to help with the frozen cliff racers phenomenon, which interestingly resulted in other interesting changes. The animation distance now defaults to slightly larger than the AI distance; in result, actors now tend to get frozen in their idle state inste...
by scrawl
09 Jan 2018, 02:36
Forum: Development
Topic: [patch] new fog shader
Replies: 107
Views: 31178

Re: [patch] new fog shader

If there is interest, I can try and see if I can get this to work with the Shadows branch too. However, with that still in flux, keeping that up to date moment to moment may be difficult. I would almost rather wait until the shadows work is finalized and then rebase this patch. This thread is the p...
by scrawl
09 Jan 2018, 02:31
Forum: Support
Topic: Can't hit small creatures: rats, scribs, kwama foragers, baby slaughterfish etc.
Replies: 4
Views: 1234

Re: Can't hit small creatures: rats, scribs, kwama foragers, baby slaughterfish etc.

Melee hit tests are using bullet, not OSG.

This is strange. I don't recall any changes at all regarding hit tests between 0.42 and 0.43.
by scrawl
29 Dec 2017, 17:52
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 10878

Re: CPU and Single Core Implications

strange idle time in between the draw phases on that one picture. I only meant on this one, the pause between each yellow bar. On the other screens where you have all F3 panels enabled, it's understandable the FPS takes a hit because all objects in the scene (even non-visible ones) are being counte...
by scrawl
28 Dec 2017, 01:40
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 10878

Re: CPU and Single Core Implications

Can a fix be submitted and merged upstream it if makes the graphs easier to review? It's already fixed, just not in all versions. If someone wants to pick that to our osg fork (is it not fixed there?), please do. Bitter Coast (with patch / without patch) Ascadian Isles (with patch / without patch) ...
by scrawl
27 Dec 2017, 22:23
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 10878

Re: CPU and Single Core Implications

The scene graph looks fine. I'm not going to take too close of a look though because the version of OSG used to generate file has that bug causing it to not indent lines which are really a pain to read. For another metric one could look at the number of drawables in the last F3 panel. Are you using ...
by scrawl
27 Dec 2017, 21:52
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 2519

Re: Distant lands and frozen cliffracers

There are actually two mechanisms at play here: AI distance and animation distance. Both are set to the same distance right now. You could increase the animation distance, so that the cliff racers would at least fly in place rather than being frozen. If you want to do it, search the code for animati...
by scrawl
27 Dec 2017, 11:16
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 10878

Re: CPU and Single Core Implications

Turning on alpha testing should allow OpenMW's optimizer to do it's thing that it previously couldn't, so this should improve performance in fact. Maybe the patch is doing something else that's preventing optimizations. Can you click on a tree, type 'showscenegraph' and post the output?
by scrawl
26 Dec 2017, 12:08
Forum: Development
Topic: Water shader tweaking
Replies: 6
Views: 2256

Re: Water shader tweaking

I tried that, but I got artifacts on short distances, e.g. in trees reflections. So I asked about distant objects. Small feature culling works on individual meshes, not whole game objects, so if you have an object that's made up of many small meshes (like individual leaves of a tree) those may disa...
by scrawl
25 Dec 2017, 19:59
Forum: Development
Topic: Water shader tweaking
Replies: 6
Views: 2256

Re: Water shader tweaking

For now we have only option to disable actors reflections. Why do we treat actors differently from other objects? Why do not use the "reflect only terrain+sky"/"reflect all" switch, for example? As for me, it makes more sense. Because certain objects, if left out, will create holes in the environme...