Build:
openmw commit 3fe38e3556d31194d8c293426b7b7e2c5dc4bd3b
scrawl/osg commit a993fc66fe47d9d95c87a661380006abb72868d1
Hardware:
i7-4790k @ 4.6 GHZ
Asus GTX 970 STRIX DC2OC
Settings:
- Object shaders = OFF
- Shadows = OFF
- Water shader = ON
- Water refraction = OFF
- Water texture size = Medium
- 1024x768 resolution
Water refraction needs to be OFF for a fair comparison, because OpenMW-Ogre3D only supported the refraction shader when object shaders are enabled - but OpenMW-OSG doesn't support object shaders yet.
OpenMW-Ogre3D 0.36.1
49 FPS

OpenMW-OSG 3fe38e3556
193 FPS

With the water shader OFF:
OpenMW-Ogre3D 0.36.1
57 FPS
OpenMW-OSG 3fe38e3556
230 FPS
Edit: I just noticed that I had antialiasing enabled in the OSG test but disabled (since it wasn't supported) in the Ogre3D test. This shouldn't make a difference in test results though since the game was still CPU limited as you can see on the profiling overlay.
I knew that we've come a long way since June but didn't expect the improvement to be so drastic. That's 400% framerate, when in June we were only at 153%.

Makes me curious: is OpenMW faster than the vanilla engine now? When I checked sometime in July or August, we were pretty close and I thought it was possible... but I no longer have Windows on my new PC to check.
If so, we would have a nice sales pitch for the release announcement.