Search found 863 matches

by akortunov
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 ...
by akortunov
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).
by akortunov
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...
by akortunov
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.
by akortunov
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 ...
by akortunov
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

Stomy wrote: 12 May 2019, 14:31 Because this briefly wasn't happening when master was single-threaded, so I think one of these two issues might already cover it.
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.
by akortunov
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...
by akortunov
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.
by akortunov
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...
by akortunov
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...