Search found 63 matches
- 20 Jul 2016, 16:36
- Forum: Feature Requests and Suggestions
- Topic: Overhead Dialogue Text
- Replies: 6
- Views: 5208
Overhead Dialogue Text
One o' me pet peeves with Bethesda's games, is that the dialogue text is limited tae one line only, with said line being at the bottom of the screen. What would do wonders, 'specially for Morrowind (since it has hardly any voice acting to begin with), is to have an NPC's spoken dialogue text appear ...
- 04 Jun 2016, 20:23
- Forum: Feature Requests and Suggestions
- Topic: Dynamic Static Batching
- Replies: 3
- Views: 3804
Re: Dynamic Static Batching
Gonna just give this a lil' nudge up. More performance is good performance, after all, 'n' having a robust batching implementation will do wonders when the view distance is jacked up.
- 16 Apr 2016, 23:30
- Forum: Organisation and Planning
- Topic: OpenMW 0.39.0
- Replies: 144
- Views: 78261
Re: OpenMW 0.39.0
One solution ta reflections, would be tae implement a robust batching implementation; use all the threads of a CPU to make a couple vertex buffers, and just render 'em. Trick is to accommodate for enabled/disabled meshes (dropping/picking up an item, changing armour, despawned NPC, etc.), but that's...
- 03 Mar 2016, 01:57
- Forum: Feature Requests and Suggestions
- Topic: iFPSClamp Equivalent?
- Replies: 12
- Views: 8359
Re: iFPSClamp Equivalent?
I figured it was time to update the OSG and stuff, so I've been working on getting new binary packages built since yesterday. I think I just got the first quarter of the OSG package to build properly, so can soon start packaging up the rest of the necessities needed for OpenMW. Hopefully you can ex...
- 01 Mar 2016, 23:37
- Forum: Feature Requests and Suggestions
- Topic: iFPSClamp Equivalent?
- Replies: 12
- Views: 8359
Re: iFPSClamp Equivalent?
Well yes, OSG (can) use some external dependencies, but these are only used for things like loading exotic 3D model formats, definitely not frame timing, that is osg::Timer's job. And, for the record, we don't actually use any of these optional OSG dependencies. You can compile a "lean" b...
- 01 Mar 2016, 22:34
- Forum: Feature Requests and Suggestions
- Topic: iFPSClamp Equivalent?
- Replies: 12
- Views: 8359
Re: iFPSClamp Equivalent?
I think another cause for the lack of smoothness was bug 3052 . Unfortunately, this one relies on a fix to OSG not just OpenMW. The latest OSG and OpenMW-OSG repositories do have this fix, but I don't think Ace's nightlies have been updated to this new OSG version yet. Regarding that timing functio...
- 29 Feb 2016, 02:21
- Forum: Feature Requests and Suggestions
- Topic: iFPSClamp Equivalent?
- Replies: 12
- Views: 8359
Re: iFPSClamp Equivalent?
The physics tickrate seems to be set to run at 60fps at all times in this, there's a bug about it on the bug tracker. Gives problems when the framerate is below and above 60, I can pull 120-140fps steady in OpenMW atm but the physics only update at 60 causing jittering on my 120hz monitor. You can ...
- 28 Feb 2016, 22:33
- Forum: Feature Requests and Suggestions
- Topic: Dynamic Static Batching
- Replies: 3
- Views: 3804
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...
- 09 Feb 2016, 18:43
- Forum: General
- Topic: Cell preloading
- Replies: 92
- Views: 43452
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...
- 09 Feb 2016, 18:16
- Forum: General
- Topic: Vulkan support
- Replies: 15
- Views: 11072
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...