Shadows

Everything about development and the OpenMW source code.
Chris
Posts: 1469
Joined: 04 Sep 2011, 08:33

Re: Shadows

Post by Chris » 12 Sep 2018, 06:57

akortunov wrote:
12 Sep 2018, 06:40
I still do not get how we want to "handle it automatically at run-time". If we will generate LODs automatically every launch, cells loading speed will be awful.
I don't necessarily mean generating the mesh LODs at run-time (except for the terrain LOD mesh, which we already do). But setting up and displaying LODs dynamically. IIRC, MGE XE generates a static mesh LOD for each cell (pre-baking distant statics) using an external tool, and displays that at run-time. This means if the object is enabled, disabled, or moved by scripts, the LOD mesh will not show anything different. Similarly, if you add or remove a mod that affects the exterior terrain or objects on the terrain, the LOD won't be different until you rerun the tool with the new mod setup. For OpenMW, the individual object LODs would be loaded from disk, but the terrain and knowing when and where to use the LOD meshes would be handled at run-time.

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wareya
Posts: 203
Joined: 09 May 2015, 13:07

Re: Shadows

Post by wareya » 12 Sep 2018, 13:16

Even without LODs, we could display statics an extra cell or two away just so that it's not so jarring when nearby cells unload. The gameplay impact would be smaller than actually loading extra cells, which is what we have to do right now for the same effect.
Last edited by wareya on 14 Sep 2018, 16:31, edited 1 time in total.
paying attention to #1751/#1816 #2473 #3609 #3862/#3929 #3807 #4297

ajira2
Posts: 27
Joined: 30 Oct 2017, 14:27

Re: Shadows

Post by ajira2 » 14 Sep 2018, 10:16

AnyOldName, if the list is shadows and postprocessing and distant statics and other improvements i would like to contribute.

But, you do monthly updates to see how it is going or what you've done more or less past month?

Chris
Posts: 1469
Joined: 04 Sep 2011, 08:33

Re: Shadows

Post by Chris » 14 Sep 2018, 23:23

wareya wrote:
12 Sep 2018, 13:16
Even without LODs, we could display statics an extra cell or two away just so that it's not so jarring when nearby cells unload. The gameplay impact would be smaller than actually loading extra cells, which is what we have to do right now for the same effect.
Sounds like some kind of LOD bias option could be implemented for this. 0 being the default, but if you lower it to be negative the full LOD mesh remains in use farther into the distance (e.g. for an extra cell or two), before it would switch to a lower LOD (i.e. nothing when there's no LOD mesh to load). Could even turn up the LOD bias to have it use a lower LOD within the loaded cells' area, in cases where using lots of complex meshes is putting a strain on the GPU. The terrain LOD can also be similarly biased, either with the same setting or a separate one.

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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: Shadows

Post by AnyOldName3 » 16 Sep 2018, 02:42

ajira2 wrote:
14 Sep 2018, 10:16
But, you do monthly updates to see how it is going or what you've done more or less past month?
I tend to write an explanation of nearly everything on the GitHub Shadows PR page whenever I commit any changes, and sometimes when I'm actually investigating stuff I'll post there as I go, too. That's the place to go to keep track of things.
AnyOldName3, Master of Shadows

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wareya
Posts: 203
Joined: 09 May 2015, 13:07

Re: Shadows

Post by wareya » 16 Sep 2018, 02:49

Chris wrote:
14 Sep 2018, 23:23
Sounds like some kind of LOD bias option could be implemented for this. 0 being the default, but if you lower it to be negative the full LOD mesh remains in use farther into the distance (e.g. for an extra cell or two), before it would switch to a lower LOD (i.e. nothing when there's no LOD mesh to load). Could even turn up the LOD bias to have it use a lower LOD within the loaded cells' area, in cases where using lots of complex meshes is putting a strain on the GPU. The terrain LOD can also be similarly biased, either with the same setting or a separate one.
But also the LOD system isn't a blocker for having non-LOD'd statics an extra cell or two away.
paying attention to #1751/#1816 #2473 #3609 #3862/#3929 #3807 #4297

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