Search found 2142 matches

by scrawl
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...
by scrawl
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...
by scrawl
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.
by scrawl
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.
by scrawl
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...
by scrawl
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 :lol: ).
by scrawl
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.
by scrawl
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...
by scrawl
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...
by scrawl
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 ...