OpenMW 0.37.0 (?)

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a » 21 Oct 2015, 15:50

BTW... just did a recent re-compile using Ubuntu Wily on my workstation.

running `openmw --skip-menu` drops me off in the ashlands region, outdoors with a skamp running around. I get 200~ fps @ 800x600. I get 110~ fps @ 1920x1080.

CPU: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz
GPU: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor Integrated Graphics Controller

Great work!

I did the same test on my RaspberryPi2 (just for fun) using the latest VC4 work by Eric, I get about 20~fps @ 800x600. We're getting there. ;)

Update:

with latest mesa (from master), I can get 15fps @ 1080p on the RPi2 :D

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scrawl
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Re: OpenMW 0.37.0 (?)

Post by scrawl » 28 Oct 2015, 02:21

The new water shader is taking shape :) There is still a bug with the normals though. Also, I need to look into why the sun's occlusion query causes a frame spike every 4th frame or so.
Image

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lysol
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Re: OpenMW 0.37.0 (?)

Post by lysol » 28 Oct 2015, 06:48

:D :D :D :D :D

Wohooo
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a » 28 Oct 2015, 07:46

MOAR SAUCE! :D (Great work Scrawl!)

Will the new shader system work on OpenGL 2.1 / GLSL 1.2 hardware (RPi1/2/Tablets/Mobiles)?

If enabled on platforms that don't support it, will it gracefully back off to non-shader mode and give a warning?

Automatik
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Re: OpenMW 0.37.0 (?)

Post by Automatik » 28 Oct 2015, 14:53

scrawl wrote:The new water shader is taking shape :) There is still a bug with the normals though. Also, I need to look into why the sun's occlusion query causes a frame spike every 4th frame or so.
http://i.imgur.com/xAf4V2um.png
Nice ! Are you going to fix these gaps (Is there even a way to fix them?) :
Image

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Ace (SWE)
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Re: OpenMW 0.37.0 (?)

Post by Ace (SWE) » 28 Oct 2015, 15:06

I imagine that you could "solve" them by rendering the reflection (The third of the small boxes on the bottom of the screenshot) without backface culling, or by scaling/translating it slightly.
Of course, I've only done the most basic of shader work, so no idea if it's the correct way to go about it.

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scrawl
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Re: OpenMW 0.37.0 (?)

Post by scrawl » 28 Oct 2015, 15:30

Nice ! Are you going to fix these gaps (Is there even a way to fix them?) :
There is a workaround - offset the culling planes towards the viewer. That is what the old water did, I just haven't ported that aspect yet.

With something like screen space reflections, this "bleeding" wouldn't be an issue, but screen space reflections have other problems (like not allowing reflection of objects that aren't on screen).

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raevol
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Re: OpenMW 0.37.0 (?)

Post by raevol » 29 Oct 2015, 09:35

Scrawl, I love you. Just fyi.

charlieg
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Re: OpenMW 0.37.0 (?)

Post by charlieg » 29 Oct 2015, 11:00

raevol wrote:Scrawl, I love you. Just fyi.
Love don't buy pizza. Patreon your feelings (more)!

Zeofig
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Re: OpenMW 0.37.0 (?)

Post by Zeofig » 29 Oct 2015, 12:36

The water looks amazing.

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