What is: ~1.5, ~1.75, ~2, is that the number of actors with gravity as apposed to 4, 5 and 7?
Yes, it is very much worth looking into. We've heard from many people that OpenMW is 'slow' in busier areas in the game.
Physics for non-moving actors
- psi29a
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- psi29a
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Re: Physics for non-moving actors
Ah, OK... even then, the profiler doesn't make it specific what those numbers mean. What kind of load is that? Smurfs per second?
Re: Physics for non-moving actors
The unit is milliseconds I guess.
Re: Physics for non-moving actors
Well, according to code, it is a time interval between end of physics calculation and start of physics calculation in milliseconds, measured by osg::Timer.
So 7 units roughly means 7ms spent for physics update in every frame, 2 units means 2ms in every frame.
- psi29a
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Re: Physics for non-moving actors
That is a great improvement then... and certainly worth the effort investigating before 1.0
Re: Physics for non-moving actors
Should be mostly fixed now, but I encountered a weird case - when mod developers place actor in the air.
The example is a Redguard beggar near Ra'Virr shop in Animated Morrowind: expanded (ID: AM_Beggar2).
This character has 513 Z position in ESP file, but has 503 Z position in Morrowind in-game for some reason.
It seems vanilla uses a some kind of tracing durings initial placement, but do not touch standing actors afterwards.
Interesting, but ResetAll console command in Morrowind does not use tracing - actors will take position exactly from ESM/ESP file.
The example is a Redguard beggar near Ra'Virr shop in Animated Morrowind: expanded (ID: AM_Beggar2).
This character has 513 Z position in ESP file, but has 503 Z position in Morrowind in-game for some reason.
It seems vanilla uses a some kind of tracing durings initial placement, but do not touch standing actors afterwards.
Interesting, but ResetAll console command in Morrowind does not use tracing - actors will take position exactly from ESM/ESP file.