OpenMW 0.38.0

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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imec
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Re: OpenMW 0.38.0

Post by imec »

Ace (SWE) wrote:I'd say that's because one is distant land, and the other is distant everything.
Which makes it all the crazier that the engine can handle stuff like this without crashing.

http://abload.de/img/screenshot005vosvu.png

I bet I could even load up all of TR if I had more RAM.
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psi29a
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Re: OpenMW 0.38.0

Post by psi29a »

imec wrote:
Ace (SWE) wrote:I'd say that's because one is distant land, and the other is distant everything.
Which makes it all the crazier that the engine can handle stuff like this without crashing.

http://abload.de/img/screenshot005vosvu.png

I bet I could even load up all of TR if I had more RAM.
Make it happen! ;)

Feel free to post your propaganda and love for OpenMW in the TR forums!
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Ravenwing
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Re: OpenMW 0.38.0

Post by Ravenwing »

That screenshot looks amazing! But yeah, OpenMW is for sure faster than the original. I notice it even just loading the mods up initially. Used to take on the order of 10 s, now it takes like 2. Can't wait until we get the optimized distant land too. I have my view distance set to 2 cells on 0.38 for Win 64 bit and I'm getting right around 30 fps. It already improves the experience a lot. That little bit of extra distance makes it feel less claustrophobic.

So what does it mean now that we're in the RC phase? Does that mean it's a release candidate for 1.0 or is this just a preliminary version of 0.38? Don't really know a whole lot about software development. :D
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lysol
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Re: OpenMW 0.38.0

Post by lysol »

Ravenwing wrote:a preliminary version of 0.38? Don't really know a whole lot about software development. :D
This one. Sorry. :) As far as I know, this is the most common way to release stuff in open source projects. Internally, you release the new version as a release candidate. People test it just to see that everything is in order, then you do the actual release, the one that you advertise publicly. So if no major bugs are found in this RC, Zini will tell everyone to start the release process. If bugs are found however, the devs fix them and another RC phase starts.
corristo
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Re: OpenMW 0.38.0

Post by corristo »

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Zobator
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Re: OpenMW 0.38.0

Post by Zobator »

imec wrote:
Ace (SWE) wrote:I'd say that's because one is distant land, and the other is distant everything.
Which makes it all the crazier that the engine can handle stuff like this without crashing.

http://abload.de/img/screenshot005vosvu.png

I bet I could even load up all of TR if I had more RAM.
Stunning :shock:

Is this in rendered realtime or is it a pre-generated mesh like MGE? As in: does the Ghostfence shut down on distant land when it's supposed to?
Chris
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Re: OpenMW 0.38.0

Post by Chris »

Zobator wrote:Stunning :shock:

Is this in rendered realtime or is it a pre-generated mesh like MGE? As in: does the Ghostfence shut down on distant land when it's supposed to?
It's full cell loading. Essentially a maxed out uGridsToLoad value. I imagine his framerate was measured in seconds-per-frame rather than frames-per-second. :P
HiPhish
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Re: OpenMW 0.38.0

Post by HiPhish »

Works fine for me. Was something done with the renderer? I am now getting 40+ FPS in cities when I lower all the settings, which is in the playable range. I might have to test more regions different weather, but that's a massive improvement already.
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openmwfan27
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Re: OpenMW 0.38.0

Post by openmwfan27 »

Is there a linux RC yet? I'm looking for one that's not packaged into a .deb or .rpm (like this: https://downloads.openmw.org/linux/othe ... Bit.tar.gz ) as they are the only versions i can get to run on my PC :(
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psi29a
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Re: OpenMW 0.38.0

Post by psi29a »

k1ll usually provides a generic linux build.
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