Search found 689 matches

by akortunov
09 May 2020, 19:26
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8799

Re: Distant Lands and OpenMW

heilkitty wrote:
08 May 2020, 17:49
Relevant log messages
These warnings affect physics system, not rendering.
by akortunov
08 May 2020, 07:39
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8799

Re: Distant Lands and OpenMW

The only way to have a seamless lava transitions is to use static meshes with single texture for lava.
As for Ghost Fence flickering, there are replacers which add NiZBufferProperty to the Ex_Gg_Fence_S_01.nif. This property allows to fix the issue.
by akortunov
02 May 2020, 07:39
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 3649

Re: Better grass support

They discuss grass at 36:07 and something about precalculated raycasting. There is nothing really helpful for us here. That graphics designer honestly tells that data pre-calculation can take up to 72 hours. It is not suitable for us since Morrowind has a lot of mods, and users will not spend sever...
by akortunov
02 May 2020, 07:18
Forum: General
Topic: balance in openmw
Replies: 9
Views: 1339

Re: balance in openmw

Keep in mind that some creatures (such as ancestral guards or dremoras) have 100% immunity to normal weapon. So NPC's without magic skills and magic/silver weapons simply can not harm such creatures, so they just select an another target (a player character in this case).
by akortunov
01 May 2020, 06:23
Forum: General Development
Topic: OpenMW on Vulkan API?
Replies: 7
Views: 1009

Re: OpenMW on Vulkan API?

1. VSG is just a work-in-progress software so far.
2. We do not have a manpower to maintain two different graphic API's, or even to drop OpenGL and use Vulkan without options.
by akortunov
29 Apr 2020, 05:31
Forum: Support
Topic: Low GPU clocks
Replies: 3
Views: 359

Re: Low GPU clocks

Probably because your GPU is not fully utilized (Morrowind does not have such complex things to render), so the GPU driver does not bother to rise clocks.
by akortunov
15 Apr 2020, 14:21
Forum: Support
Topic: Possible issue with shadow edge resolution?
Replies: 14
Views: 728

Re: Possible issue with shadow edge resolution?

Time4Tea wrote:
15 Apr 2020, 13:16
shadow edge resolution changes drastically depending on the camera orientation.
It is a drawback of used shadowing approach (and it can be seen in many other games as well), and there is not much we can do here.
By the way, your screenshots are seems to be malformed.
by akortunov
15 Apr 2020, 05:53
Forum: General Development
Topic: Default graphic settings to show improvement over vanilla engine
Replies: 16
Views: 1201

Re: Default graphic settings to show improvement over vanilla engine

Time4Tea wrote:
14 Apr 2020, 23:32
And/or, add the ECLD, view distance stuff, etc. into the graphics settings in the launcher
1. Viewing distance can be configured via in-game menu.
2. ECLD is for debugging purposes, not for gameplay, and can be dropped eventually since people tend to abuse it.
by akortunov
15 Apr 2020, 05:49
Forum: Support
Topic: Possible issue with shadow edge resolution?
Replies: 14
Views: 728

Re: Possible issue with shadow edge resolution?

A default "shadow map resolution = 1024" is not enough for object and terran shadows.