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Re: Android part 2
Posted: 17 Jun 2020, 16:56
by Laicus
reddragon72 wrote: ↑17 Jun 2020, 14:17
Is there a .46 release laying around? The one on the playstore was last updated June of last year.
Why do you need an outdated version? Use 0.47 on your phone and PC, it has a lot of fixes and improvements.
Re: Android part 2
Posted: 17 Jun 2020, 20:26
by onionland
Laicus wrote: ↑17 Jun 2020, 16:56
reddragon72 wrote: ↑17 Jun 2020, 14:17
Is there a .46 release laying around? The one on the playstore was last updated June of last year.
Why do you need an outdated version? Use 0.47 on your phone and PC, it has a lot of fixes and improvements.
Well, there is the small benefit of the release builds having some optimization flags enabled, that being said, yeah, if you want cross compatibility just use the nightly
Re: Android part 2
Posted: 17 Jun 2020, 23:17
by AnyOldName3
Android builds aren't release builds, though. There's nothing in the source code saying this is 0.46, so make it faster than normal. We just turn on optional optimisation passes that normally take too long. If they're on in an Android build, they're on, and if they're off, they're off, but it's got no relation to which commit is being built.
Re: Android part 2
Posted: 19 Jun 2020, 00:30
by onionland
I was personally referring to the PC releases, but yes, that is correct
Re: Android part 2
Posted: 20 Jun 2020, 18:01
by Sisah
There is another one, updated openmw and gl4es, also contain few unmerged things. Grass by akortunov, improved third person view by ptmikheev, and terrain occlusion culling by bzzt (updated by psi29a), some testing here would be nice, it improve performance a lot at certain situations (hopefully dont decrease it in another situations). Also vtastek introduced new effect "parallax soft shadows", so i added it to his lighting shader.
There is new settings.
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Spoiler: Show
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[Camera]
# If enabled then third person camera is positioned above character's shoulder and crosshair is visible.
view over shoulder = false
# Makes sense only if 'view over shoulder' is true. Negative value means offset to the left.
view over shoulder horizontal offset = 30
[Game]
# Turn lower body to movement direction. 'true' makes diagonal movement more realistic.
turn to movement direction = false
# Turning speed multiplier. Makes difference only if 'turn to movement direction' is enabled.
turn to movement direction speed coef = 1.0
[Terrain]
# Terrain occlusion culling for main camera
occlusion culling = true
# Terrain occlusion culling for reflection camera
reflection occlusion culling = true
# Maximum number of active terrain occluders
occlusion culling maximum active = 5
# Minimum screen volume ratio for terrain occluders
occlusion culling minimum volume = 0.05
# Occluders "occluder height * zfactor + zbias" units below the camera will not be used
occlusion culling zfactor = 3
occlusion culling zbias = 100
# Visualize occluders (red), active occluders (green), water occludees (blue) and wireframe terrain
debug occlusion culling = false
[Grass]
# enable separate grass handling
enabled = false
# configure grass fade out threshold
fade start = 1.0
# A grass density (0.0 <= value <= 1.0)
# 1.0 means 100% density
density = 1.0
# A maximum distance on which grass is rendered.
distance = 8192
https://www.mediafire.com/file/rs3n5u6m ... w.zip/file
Re: Android part 2
Posted: 20 Jun 2020, 18:40
by Laicus
Sisah wrote: ↑20 Jun 2020, 18:01
There is another one
Oh no, the fps is significantly lower than on the version from 06.13.20, about the same as on older builds. Maybe disabling Terrain occlusion will help increase fps? What is it for?
Re: Android part 2
Posted: 20 Jun 2020, 18:42
by Sisah
Yes, disabling it return old culling. Its used to dont render non visible terrain. But its strange, i got the same fps at top of vivec canton with it enabled or disabled, and if im close to some hill looking on it it improve fps a lot, decreasing draw calls.
Re: Android part 2
Posted: 20 Jun 2020, 18:58
by Laicus
Sisah wrote: ↑20 Jun 2020, 18:42
Yes, disabling it return old culling. Its used to dont render non visible terrain. But its strange, i got the same fps at top of vivec canton with it enabled or disabled, and if im close to some hill looking on it it improve fps a lot, decreasing draw calls.
I checked, in Seyda Neen, when I look at the neighboring village (from the mod) without Terrain occlusion, the fps is even higher than in the previous build!
Re: Android part 2
Posted: 20 Jun 2020, 18:59
by Sisah
Hmm, probably a placebo effect
Try more with occlusion culling.
Re: Android part 2
Posted: 20 Jun 2020, 20:08
by docent27
Wow, my fps has grown a lot with all the new features! Thanks for the work done, I really like it!