Search found 863 matches
- 15 May 2019, 17:51
- Forum: Support
- Topic: Build for Elbrus(VLIW)
- Replies: 34
- Views: 16966
Re: Build for Elbrus(VLIW)
That's pretty simple, actually. LIBUNSHIELD. It is required by the installer. I suspect that the whole installer target may be optional (it should be anyway). By wizard, not by launcher. There is a BUILD_WIZARD option, which is enabled by default. If disabled, OpenMW will not build the wizard, but ...
- 13 May 2019, 08:58
- Forum: Support
- Topic: [Solved] Cannot compile, Ubuntu 18
- Replies: 3
- Views: 3110
Re: Cannot compile, Ubuntu 18
It seems you have no Doxygen installed. It is a quite strange error, since Doxygen should be optional when BUILD_DOCS is OFF (as by default).
It may be a bug in the FindDoxygen.cmake.
The simpliest way to workaround this issue would be just to install Doxygen (and maybe graphviz).
It may be a bug in the FindDoxygen.cmake.
The simpliest way to workaround this issue would be just to install Doxygen (and maybe graphviz).
- 13 May 2019, 04:47
- Forum: Support
- Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
- Replies: 27
- Views: 9392
Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance
I may have found out where the issue stems: VSync. I can't believe I thought about it sooner, but disabling VSync fixed the issue entirely. Might be worth investigating; I'll consider submitting an official bug report in the next few hours. May be related to this bug. Usually happens on Intel video...
- 12 May 2019, 20:52
- Forum: Support
- Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
- Replies: 27
- Views: 9392
Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Some people just install different nightlies to determine a first broken one. You even do not need to check an every one - you can use a binary search algorithm here as well.
- 12 May 2019, 16:19
- Forum: Support
- Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
- Replies: 27
- Views: 9392
Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance
1. Then it was multi-threaded but mutex-locked, I distinctly remember a time about a month or two ago when rendering was temporarily on the same frame as everything else and this wasn't happening. There were not any additional locks. The only difference is that OSG tried to assign threads to cores ...
- 12 May 2019, 15:40
- Forum: Support
- Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
- Replies: 27
- Views: 9392
Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance
1. OpenMW was not single threaded at all.
2. OP claims that 0.45 has no this issue, but referenced bugs should affect 0.45 and older releases as well.
- 12 May 2019, 13:28
- Forum: Support
- Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
- Replies: 27
- Views: 9392
Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Tamriel Rebuilt, with TR_Preview disabled Skyrim: Home of the Nords (though that shouldn't be an issue given how far away the Reach is) Distant Terrain in 0.45 and earlier versions is experimental feature and it is not optimized well, so it has issues with huge landmass mods, and there is nothing w...
- 11 May 2019, 15:13
- Forum: Support
- Topic: Disable rotating "idle" Camera?
- Replies: 6
- Views: 3910
Re: Disable rotating "idle" Camera?
Or you can just set a huge value to the fVanityDelay GMST.
- 11 May 2019, 08:28
- Forum: Feature Requests and Suggestions
- Topic: Distant Statics Placeholder
- Replies: 27
- Views: 17896
Re: Distant Statics Placeholder
Why don't you make a PR? Because this branch is just a proof of concept to measure the FPS. I have no skills to impelement this feature in the mergable way. For example, our current preloading implementation was not designed for this feature and works in suboptimal way here, also there are some dat...
- 10 May 2019, 18:23
- Forum: General Development
- Topic: Distant objects
- Replies: 34
- Views: 30711
Re: Distant objects
That doesn't sound right, would you have to do it per-instance? I do not understand what do you want. Both Morrowind and OpenMW support NiLODNode, which allows to define different detalization levels in one mesh. You can use billboards for simplified detail levels as well (Morrowind Optimization Pa...