Search found 711 matches

by akortunov
12 May 2020, 15:20
Forum: Support
Topic: OpenMW Arch Linux ARM Build
Replies: 26
Views: 4104

Re: OpenMW Arch Linux ARM Build

icecream95 wrote:
12 May 2020, 03:56
This has now been fixed, so if you compile the latest git version of Mesa everything will look normal.
Is there a reference to issue description and patch? Do you refer this one? Can it be useful for Android as well?
by akortunov
09 May 2020, 19:26
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 15498

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: 15498

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: 6610

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: 2404

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: 2057

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: 615

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: 1422

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.