Search found 112 matches
- 18 Apr 2013, 22:16
- Forum: Feature Requests and Suggestions
- Topic: Oculus Rift
- Replies: 60
- Views: 52517
Re: Oculus Rift
The main area this would require anything at all to is the graphics, it shouldnt effect game play. Not entirely correct. Oculus rift is more than just 3d LCD glasses. It's a full VR system. Meaning turning your head rotates the camera in-game. To my knowledge nobody is really sure how to combine mo...
- 17 Apr 2013, 18:53
- Forum: General
- Topic: What determines the FPS in a cell?
- Replies: 19
- Views: 9929
Re: What determines the FPS in a cell?
Potentially worth bringing up are those builds that load 11x11 cells and render them all with no fog. I did one and it didn't even touch my GPU but my CPU was maxed out. I would normally say this is physics or scripting, but when I looked up, causing the game to only render a skybox, the framerate w...
- 11 Apr 2013, 23:24
- Forum: Support
- Topic: Dependencies error on Ubuntu Raring
- Replies: 3
- Views: 2816
Re: Dependencies error on Ubuntu Raring
IIRC, what I did is use the libogre-1.8-dev package instead of the libogre-dev package. This seemed to work on Quantal but somebody else more familiar with the packages could probably tell you what to do. I feel like what I did was a bit of a hack.
- 30 Mar 2013, 20:21
- Forum: Support
- Topic: Reinstalled Win7 64, omw doesn't work. Help plz.
- Replies: 3
- Views: 2947
Re: Reinstalled Win7 64, omw doesn't work. Help plz.
I should add that this seems to be a problem only on fresh installs of windows. My friends have been able to run it just fine. I think it's because they have played games that have installed the relevant dlls.
- 30 Mar 2013, 20:03
- Forum: Support
- Topic: Reinstalled Win7 64, omw doesn't work. Help plz.
- Replies: 3
- Views: 2947
Re: Reinstalled Win7 64, omw doesn't work. Help plz.
You have to install the DirectX SDK. That solved it for me. For some reason the default redist on microsoft's website wasn't enough. I thought I was the only one having that problem though. This should be fixed.
- 24 Mar 2013, 21:18
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104473
Re: OpenMW 0.22.0
Awesome video as always. Thanks for your hard work, WeirdSexy! And congrats to everybody on the monumental release.
- 23 Mar 2013, 21:33
- Forum: Infrastructure
- Topic: Wiki page about release cycles
- Replies: 4
- Views: 5284
Re: Wiki page about release cycles
I took a whack at it. I changed a lot of stuff so look it over to make sure it's still accurate.
Link for convenience: https://wiki.openmw.org/index.php?title=Release_Cycles
Link for convenience: https://wiki.openmw.org/index.php?title=Release_Cycles
- 23 Mar 2013, 20:55
- Forum: Infrastructure
- Topic: Wiki page about release cycles
- Replies: 4
- Views: 5284
Re: Wiki page about release cycles
I'll take a look at it. I'm bored anyway
- 22 Mar 2013, 09:50
- Forum: Feature Requests and Suggestions
- Topic: [REQ] Custom Windows build. View Distance/Cell Loading
- Replies: 15
- Views: 9089
Re: [REQ] Custom Windows build. View Distance/Cell Loading
Hrm. I was thinking that was the case until I looked up in-game and the framerate increased dramatically. I just tested it again so I could give you some numbers and it went from 2fps to 27fps outside vivec and 3 to 44 outside balmora. Wouldn't the time required for physics calculations be independe...
- 22 Mar 2013, 03:33
- Forum: Feature Requests and Suggestions
- Topic: [REQ] Custom Windows build. View Distance/Cell Loading
- Replies: 15
- Views: 9089
Re: [REQ] Custom Windows build. View Distance/Cell Loading
I couldn't resist myself. I did a 11x11 build yesterday. It was pretty awesome, aside from the fact that it ran at a measly 6fps. I noticed it ran faster when I was looking straight up, so I suspect it isn't physics or scripting as was mentioned earlier in this thread. I think it's CPU overhead duri...