Search found 31 matches

by 1Zero
28 May 2020, 08:24
Forum: General
Topic: gaming on android taken to the next level
Replies: 3
Views: 239

Re: gaming on android taken to the next level

will there be a development in the near future that will start on bringing at least the 32 bit skyrim to the android? currently i have a nubia redmagic 5g phone with a snapdragon 865 and 12 gigs of ram. i would bet anything that it can handle the old version of skyrim. with that being said, these p...
by 1Zero
27 May 2020, 20:19
Forum: Off Topic
Topic: OpenMW 0.46.0 Video Complaining Thread
Replies: 22
Views: 1414

Re: OpenMW 0.46.0 Video Complaining Thread

Pretty sure it's the most sane approach to simultaneously release a video together with the new version, definitely not afterwards though. The big publishers release their final trailer before a release usually even 3-4 weeks earlier. From a marketing perspective, it's important to attract new devel...
by 1Zero
10 May 2020, 07:14
Forum: General Development
Topic: OpenMW on Vulkan API?
Replies: 7
Views: 1040

Re: OpenMW on Vulkan API?

If you're using OpenGL correctly, behaviour should be the same wherever you use it. Sometimes there are driver bugs (Vulkan was supposed to help with this by making it easier to write drivers, but most vendors just used smaller driver teams to make similar-quality drivers instead of the same sized ...
by 1Zero
10 May 2020, 07:09
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 383
Views: 135105

Re: Elder-scrolls IV Oblivion

We only need to replicate a subset of SpeedTree. It's a big library that does a lot of different things, ranging from just deciding to place pre-generated models to providing materials to movie-quality destruction simulation, and obviously most applications don't need everything. That means that if...
by 1Zero
09 May 2020, 16:10
Forum: General Development
Topic: OpenMW on Vulkan API?
Replies: 7
Views: 1040

Re: OpenMW on Vulkan API?

OpenGL will still be used for decades yet. Not everyone and everything will switch over. There's a lot in common between the APIs, too, so skills are fairly transferrable. You just need to do a lot more manually with Vulkan. I didn't expect OpenGL to be so future proof. I heart that OpenGL runtime ...
by 1Zero
09 May 2020, 16:03
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 383
Views: 135105

Re: Elder-scrolls IV Oblivion

I've not spent any time looking at speedtree at all - at the moment I'm kinda leaning towards using the tree NIFs from Skyrim which comes with LOD meshes and textures. Makes sense for development convenience. I started playing around with L Systems in Python for a bit Depending on the coefficients,...
by 1Zero
09 May 2020, 03:56
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 383
Views: 135105

Re: Elder-scrolls IV Oblivion

@cc9cii Did you ever figure out Speedtree? Apparently based on a L- System which is just some Formal Grammar in additional to some Hilbert Calculus like Axiom rule. No Man's Sky actually also utilizes it as part of their Fauna Procedural Generation algorithms. But it seems to be fairly obnoxious and...
by 1Zero
09 May 2020, 03:27
Forum: General Development
Topic: OpenMW on Vulkan API?
Replies: 7
Views: 1040

Re: OpenMW on Vulkan API?

I recently started to learn 3D programming from scratch, pretty interesting. Fortunately, I already know quite a bit of linear algebra and differential geometry, so I could see behind the intentions and motivations for the algorithms deployed in VSG although the general render pipeline process is st...
by 1Zero
21 Apr 2020, 14:48
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3684

Re: Better grass support

Thank you both for clarifying.
I hope we can utilize raytracing in some form in the engine in the next few years, optionally.
by 1Zero
20 Apr 2020, 20:42
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3684

Re: Better grass support

We haven't shown that it's possible to do realtime raytracing that looks anywhere close to as good as traditional rasterisation on equivalent hardware. We'll be a long way off that for a good few years yet. Demos that run in realtime are either using a hybrid approach (only using raytracing for a s...