The Symphony Mod

Learn about OpenMW mod compatibility, check for problematic mods, discuss issues, and give us feedback about your experience with modded OpenMW.
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Swadian63
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Joined: 22 Feb 2020, 04:07

The Symphony Mod

Post by Swadian63 » 26 Feb 2020, 12:21

Has anybody been able to get The Symphony to work on OpenMW without having really bad performance? For some odd reason The Symphony models really lower the framerate by a lot in OpenMW but in regular Morrowind they work with little impact to framerate. The best example I have is in Moonmoth Fort. Without Symphony I get 60-80 FPS but with Symphony I go all the way down to 14-20 FPS.

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akortunov
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Location: Samara, Russian Federation

Re: The Symphony Mod

Post by akortunov » 26 Feb 2020, 16:33

Use the profiler (press F3 twice, or three times) to determine a culprit.
Also you did not provide OpenMW settings, which you use - this mod may have badly optimized meshes, which DDOS realtime shadows and reflections, or have badly optimized collision shapes.

Swadian63
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Joined: 22 Feb 2020, 04:07

Re: The Symphony Mod

Post by Swadian63 » 27 Feb 2020, 00:11

I don't use Shadows or Distance in OpenMW. I will try to look at the graph and try to read it. Last time I tried the bars were all messed up and didn't look proper to me.

Swadian63
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Joined: 22 Feb 2020, 04:07

Re: The Symphony Mod

Post by Swadian63 » 27 Feb 2020, 00:50

Some pictures of the graphs,
https://imgur.com/jFMC0Xm
https://imgur.com/Qw5IlCo

Looks like OpenMW cannot handle higher poly models for moving objects like NPCs or creatures. But at the same time, my PC isn't using it's full potential for some reason so that might be another issue that OpenMW isn't utilizing my PCs components enough (both CPU and GPU usage were low).

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akortunov
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Re: The Symphony Mod

Post by akortunov » 27 Feb 2020, 06:28

Swadian63 wrote:
27 Feb 2020, 00:50
Looks like OpenMW cannot handle higher poly models for moving objects like NPCs or creatures.
I have a guess that bodypart meshes from this mod abuse skinning, which is handled by CPU in OpenMW in the main thread.
So high-poly skinned meshes can degrade performance a lot.

Also keep in mind that in 0.45 skinning is far less optimized than in 0.46.

Swadian63
Posts: 11
Joined: 22 Feb 2020, 04:07

Re: The Symphony Mod

Post by Swadian63 » 27 Feb 2020, 09:18

Is it that OpenMW only uses two cores? I read something about that and how it doesn't use GPU too much. Is 0.46 the Nightly Build? I also sometimes use TES3MP to play. If I use the Nightly Build will it cause issues with TES3MP?

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akortunov
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Re: The Symphony Mod

Post by akortunov » 27 Feb 2020, 10:23

Swadian63 wrote:
27 Feb 2020, 09:18
Is it that OpenMW only uses two cores?
2 cores for per-frame updates + several cores for background tasks (preloading, navmesh updates, etc.).

Swadian63
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Joined: 22 Feb 2020, 04:07

Re: The Symphony Mod

Post by Swadian63 » 27 Feb 2020, 14:06

I tested out Nightly Build with only Symphony installed. FPS is just a little bit better. Previous Moonmoth was at 14. With new shadows its 24, with shadows off it's 34. Some screenshots of the performance (went a bit down when enabling graph),
https://i.imgur.com/SwcKXeq.png
https://i.imgur.com/bK5rLgT.png

However the Nightly Build introduced more bugs such as these (some crashes too which is expected because it's experimental OpenMW version),
https://i.imgur.com/P6KYgSX.png
https://i.imgur.com/yEjxMF3.png

If you notice closely not only is there this icon on certain creatures but his head is stretching to one part of his body making it almost nonexistent. After doing more testing it actually gets worst with the Nightly Build. Some models don't render and become either invisible, transparent or black.

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akortunov
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Re: The Symphony Mod

Post by akortunov » 28 Feb 2020, 07:39

Well, since you wrote that you do not use shadows, you got 2.5x FPS boost in problematic areas (from 14 to 34), right?
As for me, it is more than "just a little bit better".
Swadian63 wrote:
27 Feb 2020, 14:06
some crashes too which is expected because it's experimental OpenMW version
No, they are not expected.
Swadian63 wrote:
27 Feb 2020, 14:06
If you notice closely not only is there this icon on certain creatures but his head is stretching to one part of his body making it almost nonexistent. After doing more testing it actually gets worst with the Nightly Build. Some models don't render and become either invisible, transparent or black.
It is hard to tell anything without buggy meshes themselves, so feel free to create bugreports, but do not forget to attach buggy NIF files.
You can determine which NIF file object uses by selecting it in console and executing the "bc" console command (a "Model" line of output).

As for second screenshot, try to disable shadows. There is a chance that model uses a texture slot, which is used for shadows in OpenMW (there are 3 shadow maps in OpenMW by default, so 3 texture slots are reserved for shadows by default). IIRC, some modded meshes use 7-8 texture slots, so they can not be used with shadows.

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