Search found 2142 matches
- 26 Dec 2017, 12:08
- Forum: General Development
- Topic: Water shader tweaking
- Replies: 10
- Views: 10345
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...
- 25 Dec 2017, 19:59
- Forum: General Development
- Topic: Water shader tweaking
- Replies: 10
- Views: 10345
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 ho...
- 25 Dec 2017, 16:58
- Forum: Feature Requests and Suggestions
- Topic: Vertex cache optimization
- Replies: 6
- Views: 6447
Re: Vertex cache optimization
Well, for starters, you'd need a setup that is GPU limited to begin with (the orange bar) or there could hardly be an improvement. Might need a 4k screen or something.
- 24 Dec 2017, 23:26
- Forum: Feature Requests and Suggestions
- Topic: Vertex cache optimization
- Replies: 6
- Views: 6447
Re: Vertex cache optimization
Yes, and OSG has a ready-made class:
https://github.com/openscenegraph/OpenS ... mizers#L59
If we can prove this has a benefit and the loading time is negligible, we might want to use it.
https://github.com/openscenegraph/OpenS ... mizers#L59
If we can prove this has a benefit and the loading time is negligible, we might want to use it.
- 09 Dec 2017, 16:11
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61194
Re: CPU and Single Core Implications
can do already Mostly yes, you can: 1. Prefer alpha testing over alpha blending for flora and fauna 2. Reduce the number of different textures/materials 1. will slightly change the look of the game though, especially with the low resolution textures that morrowind uses, alpha-blended 'soft' edges t...
- 08 Dec 2017, 21:27
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164469
Re: OpenMW 0.44.0
To be clear, I'm not going to work on that compositing framework anytime soon. You're welcome to pick up where I left off.
I don't think it would take long either, seems like most of it has already been done for us by the wonderful xarray (though I wish he would reply to my issue report ).
I don't think it would take long either, seems like most of it has already been done for us by the wonderful xarray (though I wish he would reply to my issue report ).
- 05 Dec 2017, 23:02
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7883
Re: Bug #4241
You can replace the to_str stuff by including <osg/io_utils> then e.g. cout << vec3 << std::endl;. I assume this is in a separate header to not make every file depend on iostream.
- 05 Dec 2017, 15:20
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61194
Re: CPU and Single Core Implications
When a game is released, its assets tend to be made so that CPU and GPU are stressed equally. If you have more room on the CPU, you add more different assets, if you have more room on the GPU, then you add more vertices, shaders, larger textures etc. But as the game ages, advances in new GPUs tend t...
- 04 Dec 2017, 22:44
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61194
Re: CPU and Single Core Implications
I think you may have just outed yourself there. Right, I agree; handling high-speed travels was definitely in my mind for the cell preloading, and from what I know, it works pretty well. I guess the point I was trying to make is that high speed combined with the broken 'prediction time' setting cau...
- 04 Dec 2017, 17:38
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61194
Re: CPU and Single Core Implications
https://imgur.com/BYSa95w https://imgur.com/Mu3RF4u The FPS is exactly 60 here, are you sure VSync is not enabled? Behold 2 videos. https://youtu.be/tMyubBLTLLs - https://pastebin.com/UUEvqZcA https://youtu.be/4W-32l1OfMI Notice the sharp difference? Well, the FPS counter isn't visible, but what I ...