Search found 56 matches

by FiftyTifty
28 Feb 2016, 22:33
Forum: Feature Requests and Suggestions
Topic: Dynamic Static Batching
Replies: 3
Views: 2659

Dynamic Static Batching

A wee while back, in the bad days o' Ogre, OpenMW had this fairly odd form o' static batching, that was performed whenever a cell was loaded. Far as I remember, it would just batch stuff that wasn't really interactive; the terrain, boulders, houses, etc. So if there were objects that moved, were dis...
by FiftyTifty
09 Feb 2016, 18:43
Forum: General
Topic: Cell preloading
Replies: 92
Views: 21533

Re: Cell preloading

Might not be feasible for those lads using the x86 version, but it could be a sweet, sweet doozey for those of us with plenty of RAM. I'm assuming you mean i386 (32-bit) version? Because x86 just indicates that it is of the x86 architecture, of which i386 and x86_64 are apart. Yes master. I've just...
by FiftyTifty
09 Feb 2016, 18:16
Forum: General
Topic: Vulkan support
Replies: 15
Views: 6003

Re: Vulkan support

If this fella is anything to go by, Vulkan is going to be swanky as all hell, and will be a huge step up from OpenGL: http://www.joshbarczak.com/blog/?p=154 That, and making draw calls a non-issue is something that needs to be done. Especially for those of us with lesser processors. Hell, we'd final...
by FiftyTifty
09 Feb 2016, 18:13
Forum: General
Topic: Cell preloading
Replies: 92
Views: 21533

Re: Cell preloading

Out of curiosity, how much RAM would we need to preload every single cell? Might not be feasible for those lads using the x86 version, but it could be a sweet, sweet doozey for those of us with plenty of RAM. Would probably need a mod that achieves something similar to Legend Of Zelda's interior<->e...
by FiftyTifty
29 Jan 2016, 16:19
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 4603

Re: iFPSClamp Equivalent?

Is that a separate option/function than simply capping the framerate? If so I don't know, but if all you're doing is trying to cap the framerate, then the function is in your settings.cfg file. This will explain where it is on your system https://wiki.openmw.org/index.php?title=Settings , and you c...
by FiftyTifty
28 Jan 2016, 15:11
Forum: Feature Requests and Suggestions
Topic: iFPSClamp Equivalent?
Replies: 12
Views: 4603

iFPSClamp Equivalent?

Fer those that don't know, the use of GetTickCount() in a game's renderer causes frames to be dropped when you lack a 64hz display. Doesn't sound like too big an issue, but if you were to limit, say, Oblivion to 30fps, you'll notice that it doesn't feel smooth, whereas Morrowind is just fine at 30fp...
by FiftyTifty
13 Jan 2016, 23:49
Forum: Organisation and Planning
Topic: OpenMW 0.38.0
Replies: 124
Views: 46586

Re: OpenMW 0.38.0

That's not what I'm saying. Buggery has nothing to do with software bugs - it's a synonym for sodomy. Your whimsical writing style has collided with a pre-existing word with a totally different meaning. NOT IN THIS COUNTRY, SIR! We are made of moral fibers! A new set of Windows RCs then; 32-bit 64-...
by FiftyTifty
13 Jan 2016, 16:14
Forum: Organisation and Planning
Topic: OpenMW 0.38.0
Replies: 124
Views: 46586

Re: OpenMW 0.38.0

AnyOldName3 wrote:
Any of you lads experienced similar buggery?
I'm pretty sure none of those things are buggery. There'll probably be a mod to add it, though.
Nay, it's all vanilla. Not running any mods, I promise ye. Just Morrowind, Bloodmoon and Tribunal.
by FiftyTifty
13 Jan 2016, 13:57
Forum: Organisation and Planning
Topic: OpenMW 0.38.0
Replies: 124
Views: 46586

Re: OpenMW 0.38.0

Thought I'd mosey on over 'ere, after lurking for a while. Gave the 0.38.0 RC1 x64 build on this 'ere thread a shot. Maximum framerates are lower than vanilla Morrowind, but minimums are around five fps higher, give or take. Using the same settings of course; shadows disabled, view distance max, wat...
by FiftyTifty
30 Jun 2015, 17:22
Forum: Off Topic
Topic: Where can I learn about implementing seamless terrain?
Replies: 3
Views: 1397

Re: Where can I learn about implementing seamless terrain?

I'd imagine that having an SSD and/or loading the majority of resources into RAM would make most things appear seamless.

The read-speed of slow 1333MHz RAM is, what, 10.6GB/s? Load from RAM instead of the HDD; everything will be dandy.

Tho' I could be wrong; I ain't a game developer.