OpenMW 0.42.0

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 0.42.0

Post by psi29a » 25 Feb 2017, 19:00

Yes, but is Nvidia Gameworks license compatible with the GPL? As far as I'm aware, it is not.

JohnL
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Re: OpenMW 0.42.0

Post by JohnL » 25 Feb 2017, 19:35

As far as I know, they do not give out the source code of their gameworks libraries on github. They just have tutorial/example source code on Github that shows how to call their closed source gameworks DLLs in games. Gameworks DLLs themselves are closed source (just like Nvidia drivers) and as far as I know there is no restriction on Gameworks usage on opensource software.

The license is shown below:
https://developer.nvidia.com/gameworks-sdk-eula

But the best way to be sure is to contact Nvidia directly. The website below includes contact information. In summary, somebody from OpenMW development team can email [email protected] to get clarification.
https://developer.nvidia.com/gameworks-contact

OpenMW project can get featured on Geforce website as part of the Nvidia Spotlight program for independent/small developers if Gameworks gets implemented in OpenMW.
https://developer.nvidia.com/Indie-Spotlight

TechNoirMK
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Re: OpenMW 0.42.0

Post by TechNoirMK » 26 Feb 2017, 03:41

>inb4 Witcher 3

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Br0ken
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Re: OpenMW 0.42.0

Post by Br0ken » 26 Feb 2017, 09:15

Pretty sure that Gameworks is not GPL compatible. And using of nVidia only libraries is a bad idea.

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Pherim
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Re: OpenMW 0.42.0

Post by Pherim » 26 Feb 2017, 10:09

Br0ken wrote:Pretty sure that Gameworks is not GPL compatible. And using of nVidia only libraries is a bad idea.
I agree... from what I know about these things (not too much) I'd imagine AMD's GPUOpen would be the better choice... if it makes sense to implement something like that at all at this point. But I expect it will happen only after 1.0, if at all. And even if it is, the game would have to be adapted to it. The same question was asked not long ago in the Bethesda forums, and this person seemed to believe that just implementing it would give Morrowind awesome grass and hair, but someone would actually have to make these things for the game, obviously. :D

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Br0ken
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Re: OpenMW 0.42.0

Post by Br0ken » 26 Feb 2017, 11:17

GPUOpen FX libraries works with DirectX 11 only.

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Pherim
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Re: OpenMW 0.42.0

Post by Pherim » 26 Feb 2017, 12:29

Br0ken wrote:GPUOpen FX libraries works with DirectX 11 only.
Oh, I did not realize that, but it looks like you are right. I was under the impression that was available for all kinds of platforms and APIs, but ok, in this case I guess it is out of the question. :cry:

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AnyOldName3
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Re: OpenMW 0.42.0

Post by AnyOldName3 » 26 Feb 2017, 16:03

Some GPUOpen stuff is D3D only, but other parts work under OpenGL and/or Vulkan. As it's under proper open-source licences, it's not impossible to port the D3D-only parts to GL/Vulkan, and last time I checked, there were several projects working on porting the more interesting parts (e.g. TressFX) which were making good progress.
AnyOldName3, Master of Shadows

JohnL
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Re: OpenMW 0.42.0

Post by JohnL » 26 Feb 2017, 18:03

I would rather have something than not having it. I would be equally happy with AMD GPUOpen and/or Nvidia Gameworks. They both work on all cards (Intel, AMD, Nvidia). If we can have both implemented, it is even better. We can compare their speed and looks.

How difficult is it to implement DX11 API support into OpenSceneGraph? We will get speed improvements with DX11 and also have access to all AMD GPUOpen features.

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Capostrophic
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Re: OpenMW 0.42.0

Post by Capostrophic » 26 Feb 2017, 18:38

DirectX is not cross-platform, and we won't get any performance improvements.

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