Another OpenMW competitor

Not about OpenMW? Just about Morrowind in general? Have some random babble? Kindly direct it here.
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Tes96
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Re: Another OpenMW competitor

Post by Tes96 » 18 Jan 2017, 16:58

psi29a wrote:
DestinedToDie wrote:But is speedtree and physics even important for Oblivion? I'd play it without those 2.
Of course not, we can replace those in OpenMW with something else.
How can you replace the Havok physics with something else in the OpenMW engine? OpenMW doesn't use a physics system or speedtree system yet.
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"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."

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psi29a
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Re: Another OpenMW competitor

Post by psi29a » 18 Jan 2017, 18:19

Tes96 wrote:How can you replace the Havok physics with something else in the OpenMW engine? OpenMW doesn't use a physics system or speedtree system yet.
OpenMW does have a physics system, based on Bullet. Havok and SpeedTree are just libraries used by the game engine. They can be initial 'stubbed' meaning they are placeholders in place and be further worked on and improved.

How do you think OpenMW got anywhere? By coding it. ;)

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Tes96
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Re: Another OpenMW competitor

Post by Tes96 » 18 Jan 2017, 19:07

psi29a wrote: OpenMW does have a physics system, based on Bullet. Havok and SpeedTree are just libraries used by the game engine. They can be initial 'stubbed' meaning they are placeholders in place and be further worked on and improved.

How do you think OpenMW got anywhere? By coding it. ;)
Well, not being a programmer or coder, I'm not familiar with the steps of game development. ;) Only interior modding and a little dialogue modding.

What are your thoughts on OpenMW making use of GPUOpen in future post-v1.0.0 releases? In particular, things like PureHair?
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psi29a
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Re: Another OpenMW competitor

Post by psi29a » 18 Jan 2017, 20:08

Sure, a lot of that stuff is under an open license. The problem then becomes modder and asset creators to make use of the technology, it isn't enough that a engine supports it but someone has the make the hair model to begin with. So it wouldn't help Morrowind at all until someone made models/assets to use TressFX (PureHair).

Update:
AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
Or other DirectX® 11 compatible discrete GPU with Shader Model 5 support
64-bit Windows® 7 (SP1 with the Platform Update), Windows 8.1, or Windows 10
Visual Studio 2012, Visual Studio 2013, or Visual Studio 2015
http://gpuopen.com/gaming-product/tressfx/

So while open-source, PureHair/TressFX is apparently only available on Windows. We try to keep OpenMW as cross platform as possible.

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AnyOldName3
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Re: Another OpenMW competitor

Post by AnyOldName3 » 18 Jan 2017, 22:08

TressFX is written as a DirectX 11 compute shader, so doesn't work on non-Windows systems out-of-the-box. However, other parts of GPUOpen work in OpenGL or Vulkan renderers, so should be more compatible.

Also, as it's open-source under the MIT licence, people are allowed to port it to other APIs if they so wish, and indeed, people are working on exactly that: https://github.com/GPUOpen-Effects/TressFX/issues/12
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