Search found 56 matches

by FiftyTifty
04 Mar 2020, 04:24
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 4304

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 FiftyTifty
04 Mar 2020, 04:19
Forum: Support
Topic: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored
Replies: 3
Views: 426

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 FiftyTifty
03 Mar 2020, 06:12
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 4304

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 FiftyTifty
03 Mar 2020, 01:32
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 10432

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 FiftyTifty
03 Mar 2020, 00:58
Forum: Support
Topic: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored
Replies: 3
Views: 426

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...
by FiftyTifty
26 Feb 2020, 15:48
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 44
Views: 9830

Re: Procedural generation based on land terrain texture grid

Are you able to take advantage of batching and instancing with the generated objects? Having the option to batch the generated objects would be great for performance. Ideally OpenMW would implement a robust batching method that takes the best of both dynamic batching and static batching, but AFAIK b...
by FiftyTifty
04 Mar 2019, 20:32
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 8912

Re: Unlimited Light Sources with Clustered Forward Shading

Deferred Shading is not as specific in use as just for when there are many small lights. With DS, draw calls concerning lights are only submitted for as many objects that are being affected by a given light. So if you have five lights in the scene, of 300 unlit objects with 30 objects being affected...
by FiftyTifty
16 Dec 2017, 21:14
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 32636

Re: CPU and Single Core Implications

Damn it! I just bought fx-9590 :| It runs at 4.7 Ghz, with turbo 5Ghz Will OpenMW 0.43 not work faster with it? Are you using an AMD GPU? OpenGL's draw calls are slow as all hell on AMD's driver unfortunately. If you are using an AMD GPU, give this benchmark a run, to get an idea on how the FX 9590...
by FiftyTifty
09 Dec 2017, 21:02
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 32636

Re: CPU and Single Core Implications

@MajinCry, I don't think the batching method is really our problem (any method is more or less fine I think), the problem is what can we batch in the first place when this gets massively complicated by Morrowind's files which: * are affected by many (some moving) lights, * move or disable objects u...
by FiftyTifty
09 Dec 2017, 15:10
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 32636

Re: CPU and Single Core Implications

Has the OpenMW team ever made contact with Boris Vorontsov previously? I said it before, but he'd be a great contact to get info on optimizing the renderer side of things.