Search found 51 matches

by MajinCry
27 Mar 2020, 08:31
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

Performance improving when you look down is an effect visible in most games. Everything has some degree of culling, and unless you're drawing something really simple compared to the rest of what your game is doing, drawing less is going to make it faster. This also doesn't mean that you're draw cal...
by MajinCry
10 Mar 2020, 07:59
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

Vulkan looks great. I get the impression OpenMW is quite CPU-limited, so anything that allows more extensive use of CPU parallelization would seem to be a good step. It looks like there is a 'sister' project to OSG - VulkanSceneGraph - currently being worked on. Wouldn't it be nice if the API was a...
by MajinCry
09 Mar 2020, 05:03
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

It's a perfectly reasonable stance for them to take, too. Most of the time, people creating a graphics application have the power to make the things they're drawing not really dumb. Even if they don't, they usually have the power to make the ways those things can be changed not dumb. There are vari...
by MajinCry
07 Mar 2020, 03:15
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

Just out of interest, from someone who doesn't have a great deal of experience with rendering: Is this 'robust batching' a feature that is already present in OSG, that 'just' needs to be taken advantage of in OpenMW, or is it something that OpenMW would have to create from scratch? Also, I'm kind o...
by MajinCry
05 Mar 2020, 04:42
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

We're not going to waste time on half-measures. That just means time that could have gone towards a robust batching method goes to something worse instead. That is true. I figured instancing would be a quick implementation, since it's little more than a shader. I am very intrigued now, is a robust ...
by MajinCry
04 Mar 2020, 04:24
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

No, instancing isn't a magic bullet. If it can be batched, batching is much faster. Generic dynamic batching is obscenely slower, and generic static batching being very limited in use. If a robust batching method is implemented, then I'd agree, but isn't instancing grass an industry standard since ...
by MajinCry
04 Mar 2020, 04:19
Forum: Support
Topic: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored
Replies: 3
Views: 354

Re: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored

This is probably either SDL's fault or something's wrong with the drivers the gamepad is using and it's not exposing all its buttons. Do they work in any other software, and do they not work in any other software? They work perfectly in Dolphin and Xebra. Using X360CE to use it with Dark Souls 3 an...
by MajinCry
03 Mar 2020, 06:12
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3473

Re: Better grass support

Why would grass be batched? Far more efficient to just use instancing, no?

Hell, a way to mark objects as instanced would be great. Just make it a flag for the records, so level designers and item hoarders can go nuts.
by MajinCry
03 Mar 2020, 01:32
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8428

Re: Distant Lands and OpenMW

To get long view distances with statics in them, MGE XE requires you bake the statics into distant terrain files before running the game. When it does this, it makes a bunch of optimisations, such as skipping smaller meshes and combining several meshes into one (Morrowind's meshes tend to be less l...
by MajinCry
03 Mar 2020, 00:58
Forum: Support
Topic: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored
Replies: 3
Views: 354

OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored

Figured I'd fire up Morrowind, now that I've moved on from a shitty i3 350 laptop with an Intel HD 2000 that needed a 64x64 texture pack for Morrowind at lowest settings, to a spiffy i5 4300m with an Intel HD 4600. Things seem to work, but I noticed that my gamepad is not supported that well. The Op...