Introducing Proper Fading

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CMAugust
Posts: 285
Joined: 10 Jan 2016, 00:13

Re: Introducing Proper Fading

Post by CMAugust »

I think we're saying the same thing. Small feature culling "works" with active grid paging, except the objects are now a chunk, which of course is much larger and so they are not culled from the same distance. Here is some example footage, if anyone was curious:
https://streamable.com/nnh1xt
https://streamable.com/shzc7v
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wazabear
Posts: 96
Joined: 13 May 2020, 19:31
Gitlab profile: https://gitlab.com/glassmancody.info

Re: Introducing Proper Fading

Post by wazabear »

akortunov wrote: 30 Mar 2021, 08:57 Probably we will need to drop active grid paging to implement objects fading.
I'm not familiar with the active grid system at all so can't speak to how doable this would be, but from what I gather from whats been said it would be pretty complex and probably not worth the overhead. At bare minimum I think fading distant statics will be a necessary graphical addition as the popping is quite egregious right now. LOD/Distant object fade is a staple in virtually every open world game that isn't from 2002. So I think it's important to lay out the possible ways this can be done here so people can test the methods and see what works, and what doesn't.

You will likely want some type of cross-fading between LODs as well, especially with that draft MR in place for them (maybe this is slightly going off topic and best saved for another discussion).
CMAugust
Posts: 285
Joined: 10 Jan 2016, 00:13

Re: Introducing Proper Fading

Post by CMAugust »

Cross-fading between LOD (which Skyrim also has) is high on my Wishlist too. I've been hand-making LOD for lots of the common exterior objects.
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