Hey, don't destroy my Hitchhiker's Guide references!^^
Yeah, my first thought was: "Let's try some really big surfaces!". When the Vivec canton buildings themselves gave bad results, I switched to the stairs leading to Vivec's temple which, again, turned out really bad. So I used the temple door. Some kind of pilgrimage I guess... Or the start of a holy war.scrawl wrote: ↑14 Jul 2017, 12:34Not that visible on video. I think you chose a bad location because the vivec buildings have large triangles that make it hard to see small light sources with per-vertex lighting. At a different location (maybe some flat terrain), or if you turn on shaders and per-pixel lighting in the settings file, the effect should be much more visible.Magic projectile light sources
To be honest, I couldn't find an in-depth documentation of that feature (okay, I only did a quick forum search several months ago ). I used the reference to cells as a measurement to compare my test setups.scrawl wrote: ↑14 Jul 2017, 12:34When you showed the distant terrain, you made a point of rendering this and this many cells by increasing the view distance to such and such. However, the feature doesn't actually work with cells, it loads everything all the time; and reducing the view distance will do little if anything to improve FPS (since the more distant pages are 'low res' anyway). Either way; the visualization of 'NxN' cells of 'distant terrain' in view isn't quite correct, if anything, it would be more of a circular arrangement of various-sized pages.
Also, from the video I think we get the impression that all the feature does is just render the X cells of terrain like normal, while not rendering creatures/npcs etc., but it's actually more sophisticated than that, maybe you could show a wireframe shot (twf) to show the LOD in action and/or a flyby at high speed that shows the LODs changing.
If anyone still remembers the 'distant terrain' from Ogre3D versions (last seen in OpenMW 0.36), it's worth mentioning that the new implementation is much improved (looks better, [pre]loads faster, lower memory usage, no more glitches).
So the feature calculates a low-res version of the whole terrain (when you load the game?) but uses the viewing distance setting to restrict the actual rendering to a certain distance? And what exactly do you mean by more sophisticated?
I'll add a comment about Ogre3D vs OSG distant terrain.
@raevol: Don't worry. The editor video isn't ready yet and there is some more stuff left to do (e.g., subtitles and translation work). Anyway, do you have a recent version of your release notes for final proof-reading?