Android build openmw

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

Re: Android build openmw

Post by Chris »

sandstranger wrote:I have a question, there are some methods are exactly what to improve performance like this
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=81127
, or the only way to manually reduce morrowind textures?
If your performance it poor because you're running out of vram, lowering the texture size, and reducing the quality of the framebuffers, could help. For instance, disable shadows (not only removes an extra framebuffer, but it also skips an extra rendering pass), and/or use a 16-bit color mode (halves the size of the color buffers). Reducing the texture size to a quarter (half width, half height) would also free up a bunch of vram... though I'm not sure the most efficient way to do that with Ogre. It may also help to disable static geometry, since that will avoid duplicating meshes in memory and bring vram usage down.

General performance improvements, though, need to be done in Ogre's OpenGL renderer. It needs to better sort renderables by material, to avoid as many expensive state changes as possible when changing materials, and avoid making redundant state changes. Maybe doing a depth-only pass first could also help, if there's enough overdraw and the cost of the fragment shader is high.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:49, edited 1 time in total.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:49, edited 1 time in total.
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Xelasarg
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Re: Android build openmw

Post by Xelasarg »

Never mind that, it's fascinating enough you've managed to pull this off at all. I'm sure there's room for optimization, and phones/tablets are growing more powerful almost by the month. I don't know which phone(s) you own, but I imagine things will look quite good on the upcoming Note 4, for example (both performance- and screenwise :geek: )

You even made it to the front page, I mean homepage, congratulations! ;)
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:49, edited 1 time in total.
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Xelasarg
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Re: Android build openmw

Post by Xelasarg »

Ah. Even my Note 2 (Mali 400 MP4 gpu) runs the Ogre3D Samplebrowser @60 fps. So if that's where the problem lies, I guess there's still hope... :)
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CliffracerX
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Re: Android build openmw

Post by CliffracerX »

This seems like it should be awesome, and I'm trying to install it on my Kindle Fire HDX, but I'm unable to make the client actually start.

I tap the icon to run it, it flashes open for a second, and then vaporizes. I get the feeling I might've forgotten to paste something over, maybe we could get an install tutorial for beta-testing purposes? I'm really excited to play this.
pluto7443
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Joined: 30 Jul 2014, 20:13

Re: Android build openmw

Post by pluto7443 »

I do have a Nexus 7 second gen, and would be interested in testing this. However, I need to find a copy of Morrowind first. I'll probably buy it on Steam, so I can play with Skywind as well.
Midnitte
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Joined: 30 Jul 2014, 23:39

Re: Android build openmw

Post by Midnitte »

Has anyone gotten it to work on devices with no SD card? I set the data paths to "/storage/emulated/0/morrowind/" on my Moto X and it just crashes. As far I can tell the logs are saying the content files can't be loaded? Morrowind.esm is sitting in that folder as well.
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raevol
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Re: Android build openmw

Post by raevol »

Midnitte wrote:Has anyone gotten it to work on devices with no SD card? I set the data paths to "/storage/emulated/0/morrowind/" on my Moto X and it just crashes. As far I can tell the logs are saying the content files can't be loaded? Morrowind.esm is sitting in that folder as well.
Do the files have the right permissions?
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