You don't optimize your projects for a particular CPU architecture, unless you're doing very low level stuff.Has anyone addressed the AMD performance issues, especially involving the water shader? Myself and another user posted very similar benchmark results with similar performance behavior, the biggest similarity between us being both AMD processors. Even a simple "OpenMW relies heavily on IPC performance, the water shader renders on the CPU, and that will not change" would suffice, just so myself and others would know what's up
I'm assuming that few if any of the developers of OpenMW use AMD cpus, but if the game doesn't run well on them you should take care in case that's a problem you want to take care of.
OpenMW will still be CPU limited on some systems, that is to be expected. Since Morrowind's release in 2002 GPU's have improved much faster than CPU's have. Morrowind scenes aren't very taxing for today's GPU's, while the CPU portion has still remained a constant factor.
That's pretty much it. All rendering relies on a certain amount of CPU work to feed the GPU. The upcoming Vulkan API is looking to remedy that by giving the coder more direct access to the graphics hardware.OpenMW relies heavily on IPC performance, the water shader renders on the CPU, and that will not change
I am not familiar with the particular AMD CPU's you have, but if it's a lower end model then that would explain the performance issues.
Post a screenshot of the F3 profiling overlay, then we can see where the bottleneck is.
As for the water shader, there's nothing much special about, it just causes the scene to be rendered two more times from the reflection & refraction viewpoints at a lower resolution. If you are CPU limited, then it is expected for the water shader On to perform at about half the framerate compared to the water shader Off. If you were GPU limited, then the difference would be minimal due to the lower resolution of the render textures.