Search found 1615 matches
- 01 Jun 2020, 23:26
- Forum: Join the team
- Topic: Application with a new feature: ptmikheev
- Replies: 38
- Views: 51420
Re: Application with a new feature: ptmikheev
I wonder if it would work better to turn just the lower body instead of the whole body. If you're attacking or using targeted magic, the target should still be forward relative to the screen, which would look odd if the character's upper body is facing diagonally. It'd also look odd that the charact...
- 29 May 2020, 23:03
- Forum: Feature Requests and Suggestions
- Topic: Improved File Format for omwaddon files
- Replies: 25
- Views: 15584
Re: Improved File Format for omwaddon files
As for problems such as line endings, formatting, encoding and large file sizes, those are the same problems that software development has always had to deal with, and the solutions are no different than any other situation. Line endings, formatting, and encoding are only an issue when dealing with...
- 25 May 2020, 19:53
- Forum: Feature Requests and Suggestions
- Topic: Ability to make OpenMW portable on Windows
- Replies: 2
- Views: 2739
Re: Ability to make OpenMW portable on Windows
Is there a way to vote or prioritize fixes like this? This sounds like a pretty simple fix and it was raised 5 years ago. The best way to hurry it along is to provide a patch or pull/merge request. Work gets done on OpenMW when and where someone volunteers their time to work on it, so if nobody is ...
- 21 May 2020, 15:40
- Forum: Feature Requests and Suggestions
- Topic: Improved File Format for omwaddon files
- Replies: 25
- Views: 15584
Re: Improved File Format for omwaddon files
A text-based format sounds like a really bad idea. The main benefit of being text-based, human-readability, quickly goes out the window with non-small files. Similarly if you try to enforce rules for data structuring, it's easy to create a monster that is not pleasant to create, edit/diff, or use. O...
- 01 May 2020, 17:10
- Forum: General Development
- Topic: OpenMW on Vulkan API?
- Replies: 7
- Views: 8138
Re: OpenMW on Vulkan API?
That said, OpenMW is an open-source volunteer-driven effort. If someone puts in the effort, and is willing to stick with it, it could be considered for (future) inclusion. Just be aware that it would be quite a bit of work, not only getting Vulkan to work, but to be compatible with the shaders and w...
- 17 Apr 2020, 21:35
- Forum: Feature Requests and Suggestions
- Topic: Better grass support
- Replies: 37
- Views: 17734
Re: Better grass support
The fact of the matter is, as you ask for more physically accurate reflections and shadows, you quickly approach the point at which ray tracing becomes more efficient than rasterization, especially if the geometric complexity of the scene is high. And that's where cost:benefit comes into play. Cons...
- 16 Apr 2020, 22:09
- Forum: General Development
- Topic: Default graphic settings to show improvement over vanilla engine
- Replies: 16
- Views: 12284
Re: Default graphic settings to show improvement over vanilla engine
People who turn up ECLD are also likely modding their games, and having high quality meshes and textures can also increase the load caused by extra cells. Have cell preloading enabled too? That's more pressure. It's not the we "don't like" ECLD (if we didn't, it would've never been added),...
- 15 Apr 2020, 19:18
- Forum: General Development
- Topic: Default graphic settings to show improvement over vanilla engine
- Replies: 16
- Views: 12284
Re: Default graphic settings to show improvement over vanilla engine
2. In my experience, ECLD>1 works great and the increased object view distance significantly enhances the player experience. It might not be the 'perfect world' solution to distant statics, but if it works, why not advertise it more as a feature to players (as long as their hardware can handle it)?...
- 11 Apr 2020, 17:26
- Forum: Feature Requests and Suggestions
- Topic: Better grass support
- Replies: 37
- Views: 17734
Re: Better grass support
But the point is made, I believe, that ray tracing is stupidly parallel, and as we add complexity to the scene, the cost associated with ray tracing becomes more and more inline with the cost associated with rasterization. While technically true, it's an uphill battle. Raytracing has the disadvanta...
- 04 Apr 2020, 03:30
- Forum: Feature Requests and Suggestions
- Topic: Better grass support
- Replies: 37
- Views: 17734
Re: Better grass support
To be fair here, with the increasing popularity of raytracing and path tracers as full or near-full replacements to traditional raster bases, this may not be so true in the future. Ray tracing really is an embarrassingly parallel rendering process, even given it's sequential aspects. Throwing more ...