Search found 116 matches

by CMAugust
12 Feb 2018, 21:48
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 7153

Re: Distant Terrain Performance

I have a Core i5 2500k processor and a GTX 970 graphics card. Loading a save looking downward at Tarhiel I was getting an average of 280fps and a composite count of 159, which took 36 seconds to clear standing still. There have been other cases where the wait has been considerably longer but I hadn'...
by CMAugust
12 Feb 2018, 14:53
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7766

Re: Subdivided Exterior Grid

If you mean to say that having fewer cells loaded at a time (9 in Morrowind vs 25 in Skyrim) implies better performance, I don't know if that's the case. I'm no good at maths, but if I understand correctly, crossing a cell border in Skyrim loads 5 new 58.5x58.5m cells: 585 square meters altogether. ...
by CMAugust
12 Feb 2018, 05:58
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7766

Re: Subdivided Exterior Grid

Good point, I overlooked that the distance units themselves are arbitrary. My main concern is Morrowind itself and the scale it chose to use. OpenMW doesn't have enough tricks up its sleeve (yet) to prevent the game skipping as new cells and their contents appear, even on a good PC. Perhaps in addit...
by CMAugust
12 Feb 2018, 02:34
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 7153

Re: Distant Terrain Performance

Thank you, I've tested further while observing the F4 data. Loading a save outdoors can result in a composite count of well over 100. Even slightly moving the camera around during these times can cause severe choppiness. Even with a high frame rate it can be a lengthy wait (minutes) for this number ...
by CMAugust
11 Feb 2018, 14:00
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 7153

Distant Terrain Performance

I am unable to eliminate a noticeable pause crossing exterior cell boundaries when distant terrain is set to true, even though the performance impact at other times appears to be minimal. Additionally, in a freshly-loaded exterior (such as travelling from indoors to outdoors or loading a save) one c...
by CMAugust
11 Feb 2018, 00:02
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7766

Re: Subdivided Exterior Grid

If cell loading and rendering can be broken into more manageable pieces as you say without changing the cell size, that would alleviate the problem too. Apart from the vanilla content struggling as it is, any new project running in OpenMW will certainly aspire to the object density of a modern game,...
by CMAugust
10 Feb 2018, 13:13
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4922

Re: Distant Terrain settings in Launcher

I've been testing OpenMW's distant terrain lately with an absurd view distance (6666666) to reveal the entire playable area, as a way of simulating the unlimited view distance of later Bethesda titles like Skyrim. The performance impact is negligible barring a few quirks I need to write about, but a...
by CMAugust
10 Feb 2018, 07:32
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7766

Subdivided Exterior Grid

An exterior cell in Morrowind is 8192 units by 8192 units (or 385x385ft or 117x117m). In later Elder Scrolls titles like Skyrim they are 4096 units by 4096 units (or 192x192ft or 58.5x58.5m). I've never come across any explanation why this was changed, but I can guess it's for performance reasons. A...
by CMAugust
09 Feb 2018, 05:59
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4922

Re: Distant Terrain settings in Launcher

I suggest exterior cell load distance be excluded from the launcher and shouldn't be fiddled with at all. These settings will look familiar to users of MGE XE, but in OpenMW's case those cells actually are loaded in full. Users will get the wrong idea about OpenMW's performance if their game is runn...
by CMAugust
09 Feb 2018, 05:10
Forum: News
Topic: OpenMW-launcher just got an advanced settings menu
Replies: 19
Views: 13923

Re: OpenMW-launcher just got an advanced settings menu

Love the video. More candidates for showing off the shadows feature include: the PC, NPCs and creatures, small inventory items (micro detail), distant terrain and statics (macro detail), over and under water. I'm sure the time will come when interior shadows can be shown off too.