Search found 37 matches
- 11 Dec 2018, 13:58
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 20525
Aren't object physics and ragdolls a part of the longterm agenda to improve upon Morrowind/provide Oblivion support/make OpenMW attractive as a general purpose engine? Would those be too difficult to implement through a custom solution instead of Bullet?
Environment variable OPENMW_PHYSICS_FPS=15 should give you a pretty nice boost. There are also some settings for reducing the memory footprint of navmeshes that you should investigate as well. You might even want to try using a build from before navmeshes were merged to see if that improves things. ...
- 06 Nov 2018, 09:19
- Forum: General Development
- Topic: Combat AI target position selection
- Replies: 3
- Views: 1040
How do you feel about NPCs being able to flee to regions of the navmesh that are outside of the view of the player? Right now enemies hit with the fear spell will simply walk in straight lines away from the player. The more natural response would be for fleeing actors to try to hide from or lose the...
- 24 Jul 2018, 12:05
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 14628
The package linked in this thread is needed to render the sky and some other assets in the scene for anyone interested. Extracted files go in a folder called "resources" in the same folder as the executable.
- 01 Jun 2018, 23:03
- Forum: Off Topic
- Topic: Robert Osfield Announces First Steps Towards VulkanSceneGraph
- Replies: 14
- Views: 5400
The VulkanSceneGraph project is now under-way and will be a multi-year effort to develop an open source, next generation scene graph based on the Vulkan graphics API and modern C++. The project is under the auspices of Robert Osfield, principal author and project lead of the OpenSceneGraph. The new...
Options for statics, terrain and actors seems like it would be good, but I might be completely off-base. It seems like there are reasons to use different configurations: - Terrain + Actors + Statics (most realistic) - Terrain + Statics (better performance, what we currently have) - Terrain only (eve...
I hate to bump this but being able to disable static object reflections would be such an improvement. At least, we can make it configurable. That visual fidelity may not excuse the performance loss for some users, especially if the user can use the additional GPU power for something different (e.g. ...
I think I found a problem. A high view distance with a high uniform log ratio seems to cause flickering. I set my view distance to 250000 because it's just enough to see all of Morrowind plus most of the completed sections of Tamriel Rebuilt. However, to get nice splits up close I had to raise my un...
I agree that these are fine temps for a GTX 970. If this is still bothering you then using vsync can help take load off of your GPU in cases where your FPS is going above your refresh rate. You can enable it in your settings.cfg file. If you don't like the input lag that vsync introduces or you want...