Android part 2

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Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 21 May 2020, 08:08

I already tried, its not so good for android right now, at least inventory window, it need bigger screen. Fixed simple water mean it was broken in first .apk so i deleted it and added new one.

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 21 May 2020, 11:34

Sisah wrote:
21 May 2020, 08:08
Fixed simple water mean it was broken in first .apk so i deleted it and added new one.
I mean, what is "simple water"? I apologize for asking again, but it just baffled me. :? :)

Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 21 May 2020, 12:11

Water without enabled water shader :D

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 21 May 2020, 20:12

Sisah wrote:
21 May 2020, 12:11
Does setting object paging size multi = tower = 3, fortress = 2 not work?
I use the following settings:
object paging merge factor = 999999
object paging min size = 0.6
object paging min size merge factor = 0.038
object paging min size cost multiplier = 4 (What is this setting responsible for?)
object paging active grid = true
Is this legal in general? :lol:
It turns out a good fps (although sometimes a little low), but there are crashes (probably due to lack of memory).

Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 22 May 2020, 07:44

The only settings for object paging is this.
Spoiler: Show
With object paging active grid = true, lighting is broken so dont use it and if you get crash because lack of memory, decrease object paging merge factor. Not sure how paging min size work.

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 22 May 2020, 09:04

Sisah wrote:
22 May 2020, 07:44
With object paging active grid = true, lighting is broken so dont use it
I read about it on the github, until I leave it on, I still have the timescale set to 1 and I don’t play at night (what’s the point if stealth does not depend on lighting).
Sisah wrote:
22 May 2020, 07:44
if you get crash because lack of memory, decrease object paging merge factor.
This is already a reduced value :) , at first I used 999999999999999999+, there are practically no crashes (sometimes when loading a save), but I have not tested it for a long time.

Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 02 Jun 2020, 17:05

Here is new build, it fix gamma on sky, some grass mods (remiros one should work now with distant statics) and updated omw. Also contain vtastek shaders with fixed height fog + some config for it. Its not perfect, see helpsettings.glsl.
https://www.mediafire.com/file/157d22gy ... 2.zip/file

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