Thanks for the answer.
The mod I mentioned, has exactly the same problem, so it urges you to download a certain dll from Nvidias page to avoid problems.
And it works good. I can't say the same for Skyrim and Fallout4, sadly. But in Starfield works like a charm.
Search found 55 matches
- 05 Jan 2024, 00:00
- Forum: Organisation and Planning
- Topic: DLSS3
- Replies: 3
- Views: 2498
- 04 Jan 2024, 02:07
- Forum: Organisation and Planning
- Topic: DLSS3
- Replies: 3
- Views: 2498
DLSS3
Hi there! Firstly, I'm enjoying a lot of your work, thank you! And very good year. I'm looking forward to OpenMW 0.49. So, a couple of things. I have Seyda Neen Imperial Port, and it clashes with grass mods, Remiro, I think, grass is all over the place. So I went manually and disabled the offending ...
- 17 Dec 2023, 01:14
- Forum: General Development
- Topic: .omwaddon & .omwscripts files
- Replies: 0
- Views: 3048
.omwaddon & .omwscripts files
Hi there. First, thank you for your great work. I took your advice and using MO2 for OpenMW and plugin to export. I find rather inconvenient having to click explicitly every single time on .omwaddon & .omwscripts files to enable them in OpenMW launcher after the exportation of MO2 when testing m...
- 01 Aug 2023, 10:40
- Forum: News
- Topic: OpenMW Roadmap Update
- Replies: 14
- Views: 19958
Re: OpenMW Roadmap Update
Actually not looks bad. Indeed, it looks great. What would I need to start a new game from scratch using that camera and my own assets (or free3d models) and OpenMW engine?
Gem engine seems 2d-3d not fully 3d like OpenMW.
Thanks.
- 23 Apr 2023, 21:38
- Forum: General Development
- Topic: They added raytracing to Morrowind (RTX)
- Replies: 1
- Views: 2575
- 11 Apr 2023, 08:58
- Forum: General Development
- Topic: BSP trees for geometry culling
- Replies: 8
- Views: 2415
Re: BSP trees for geometry culling
Hello, thanks again for responding, :) I appreciate it very much. I see it seems not a wise path. Nevertheless, I have a couple of additional questions, just for the sake of ruling this out and/or understanding more of the matter. Don't mind my stubbornness, please. You say it would be a few minutes...
- 10 Apr 2023, 13:38
- Forum: General Development
- Topic: BSP trees for geometry culling
- Replies: 8
- Views: 2415
Re: BSP trees for geometry culling
Thank you for you response. It has just occurred to me: couldn't we launch BSP baking for just the current cell while game is launching (in a separate thread, with GPU computation this stuff, CUDA or whatever) and user is navigating between menus and starting the game? And when he/she moves to anoth...
- 28 Mar 2023, 11:35
- Forum: General Development
- Topic: BSP trees for geometry culling
- Replies: 8
- Views: 2415
Re: BSP trees for geometry culling
Oh, nevermind, sorry... (ChatGPT 4) Can BSP trees be applied to OpenMW engine to do geometry culling and gain fps? Yes, Binary Space Partitioning (BSP) trees can theoretically be applied to OpenMW, an open-source reimplementation of The Elder Scrolls III: Morrowind game engine, for geometry culling ...
- 28 Mar 2023, 10:54
- Forum: General Development
- Topic: BSP trees for geometry culling
- Replies: 8
- Views: 2415
BSP trees for geometry culling
Hi, one thing that bugged the hell out of me about OpenMW was (years ago) that when I was facing a wall the fps was like 20fps in Seyda Neen and when facing the open town the fps was the same. I expected the fps to go a lot higher when facing directly to a wall, exponentially. I don't know why I got...
- 25 Nov 2022, 18:04
- Forum: Organisation and Planning
- Topic: Folders in OpenMW launcher mods
- Replies: 1
- Views: 4724
Folders in OpenMW launcher mods
I suggest adding folders in the launcher for OpenMW for organizing mods and being able to expand or "minimize" a folder to check out your modlist. One could create folders and name them "quests", "visuals", "followers", "npcs", "textures", ...