Search found 63 matches

by FiftyTifty
03 Mar 2020, 01:32
Forum: General
Topic: Distant Lands and OpenMW
Replies: 89
Views: 65054

Re: Distant Lands and OpenMW

To get long view distances with statics in them, MGE XE requires you bake the statics into distant terrain files before running the game. When it does this, it makes a bunch of optimisations, such as skipping smaller meshes and combining several meshes into one (Morrowind's meshes tend to be less l...
by FiftyTifty
03 Mar 2020, 00:58
Forum: Support
Topic: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored
Replies: 3
Views: 1830

OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored

Figured I'd fire up Morrowind, now that I've moved on from a shitty i3 350 laptop with an Intel HD 2000 that needed a 64x64 texture pack for Morrowind at lowest settings, to a spiffy i5 4300m with an Intel HD 4600. Things seem to work, but I noticed that my gamepad is not supported that well. The Op...
by FiftyTifty
26 Feb 2020, 15:48
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 44
Views: 26246

Re: Procedural generation based on land terrain texture grid

Are you able to take advantage of batching and instancing with the generated objects? Having the option to batch the generated objects would be great for performance. Ideally OpenMW would implement a robust batching method that takes the best of both dynamic batching and static batching, but AFAIK b...
by FiftyTifty
04 Mar 2019, 20:32
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 38
Views: 29505

Re: Unlimited Light Sources with Clustered Forward Shading

Deferred Shading is not as specific in use as just for when there are many small lights. With DS, draw calls concerning lights are only submitted for as many objects that are being affected by a given light. So if you have five lights in the scene, of 300 unlit objects with 30 objects being affected...
by FiftyTifty
16 Dec 2017, 21:14
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 60588

Re: CPU and Single Core Implications

Damn it! I just bought fx-9590 :| It runs at 4.7 Ghz, with turbo 5Ghz Will OpenMW 0.43 not work faster with it? Are you using an AMD GPU? OpenGL's draw calls are slow as all hell on AMD's driver unfortunately. If you are using an AMD GPU, give this benchmark a run, to get an idea on how the FX 9590...
by FiftyTifty
09 Dec 2017, 21:02
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 60588

Re: CPU and Single Core Implications

@MajinCry, I don't think the batching method is really our problem (any method is more or less fine I think), the problem is what can we batch in the first place when this gets massively complicated by Morrowind's files which: * are affected by many (some moving) lights, * move or disable objects u...
by FiftyTifty
09 Dec 2017, 15:10
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 60588

Re: CPU and Single Core Implications

Has the OpenMW team ever made contact with Boris Vorontsov previously? I said it before, but he'd be a great contact to get info on optimizing the renderer side of things.
by FiftyTifty
06 Dec 2017, 01:06
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 60588

Re: CPU and Single Core Implications

With OpenGL 4.3 you can use glMultiDrawArraysIndirect/glMultiDrawElementsIndirect to achieve what MajinCry is suggesting. How much of a performance increase you'll get will of course depend on the driver implementation of it. I do think it would be best for the devs to make contact with Boris Voron...
by FiftyTifty
05 Dec 2017, 16:36
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 60588

Re: CPU and Single Core Implications

But from what I'm seeing in this thread, the Draw thread seems to be the bottleneck for most people, and I don't have many ideas for that. It's possible that opting for Vertex Array Objects instead of display lists (to be released with OSG 3.6) would help with AMD GPU's (I know it doesn't help for ...
by FiftyTifty
31 Jul 2016, 23:59
Forum: Feature Requests and Suggestions
Topic: 5K resolution, Quad-SLI and 10-core support?
Replies: 39
Views: 20144

Re: 5K resolution, Quad-SLI and 10-core support?

Asking for more robust graphics is a bit wanky, considering the antiquated visuals the game ships with, but having the game be parallelized can only be a good thing. Let's have the AI being processed in the background, with all of yer cores workin' on it. Why have that? So we can have buttloads of N...