Search found 66 matches
- 07 Sep 2017, 18:41
- Forum: General Development
- Topic: first pass at third person over the shoulder option
- Replies: 19
- Views: 14122
Re: first pass at third person over the shoulder option
Why do you have to triangulate at all?
- 06 Sep 2017, 09:57
- Forum: General Development
- Topic: first pass at third person over the shoulder option
- Replies: 19
- Views: 14122
Re: first pass at third person over the shoulder option
It looks good imho except for a few moments where the aim seems to be off, 0:26 in the video.
If you can make the bow arm and the head always point/look at the crosshair when aiming it should be fine.
If you can make the bow arm and the head always point/look at the crosshair when aiming it should be fine.
- 01 Sep 2017, 12:43
- Forum: Off Topic
- Topic: AnKi 3D engine
- Replies: 9
- Views: 6908
Re: AnKi 3D engine
Imho the best way to judge such projects is to look at the demos/examples, not features lists.
I think it has been mention already in other threads, but there is also the issue that MW assets were not made with modern rendering/lighting in mind.
I think it has been mention already in other threads, but there is also the issue that MW assets were not made with modern rendering/lighting in mind.
- 23 Aug 2017, 20:09
- Forum: General
- Topic: Should "tcg" command brutally drop fps? and physics question.
- Replies: 7
- Views: 5393
Re: Should "tcg" command brutally drop fps? and physics question.
Should that happen? I would not expect that having few more lines to draw would drop fps so much. It's also using physics thread to draw them which is a bit wierd... It is meant to be used for debugging, so won't be optimized much. Bullet pretty much makes a call for each line to be drawn, if I rem...
- 20 Aug 2017, 10:55
- Forum: Feature Requests and Suggestions
- Topic: Frame Rate
- Replies: 2
- Views: 3504
Re: Frame Rate
Try enabling VSync (Vertical Sync).
There is also "framerate limit" in settings.cfg:
https://openmw.readthedocs.io/en/stable ... video.html
There is also "framerate limit" in settings.cfg:
https://openmw.readthedocs.io/en/stable ... video.html
- 11 Aug 2017, 21:29
- Forum: General Development
- Topic: OpenMW fails to compile with gcc-7
- Replies: 10
- Views: 9241
Re: OpenMW fails to compile with gcc-7
I have compiled OpenMW with a custom compilation of MyGUI on Windows with Mys2/MinGW-w64-x86_64, g++ 7.1.0 and the performance quite worse than the official release. But could be that I used the standard OSG package instead of Scrawl's. Sadly Scrawl's fork did not compile in my setup. I am not sure...
- 23 Jul 2017, 22:39
- Forum: General
- Topic: Massive stutter + "No unused sound buffers to free, using xxxxxxxx bytes !" in Sadrith Mora/Wolverine Hall
- Replies: 10
- Views: 5274
Re: Massive stutter + "No unused sound buffers to free, using xxxxxxxx bytes !" in Sadrith Mora/Wolverine Hall
What does profiling overlay (press F3 twice) show?
https://wiki.openmw.org/index.php?title=Profiling
https://wiki.openmw.org/index.php?title=Profiling
- 10 Jul 2017, 20:30
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 167394
Re: Shadows
If it is some type of perspective shadow mapping the quality will vary with the angle between the view and light. I know that, but the effect was much much worse, like a small camera rotation of 1 degree would suddenly change the shadows from perfectly crisp to completely unusable. I can imagine a ...
- 09 Jul 2017, 21:58
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 167394
Re: Shadows
- From certain camera angles, the shadow projection goes totally wonky and all blurry. I have no idea why this is. If it is some type of perspective shadow mapping the quality will vary with the angle between the view and light. For stable shadows you are probably better off with simple parallel sp...
- 07 Jul 2017, 08:04
- Forum: General
- Topic: Is OpenMW dead?
- Replies: 28
- Views: 17729
Re: OpenMW is dead
@weedfreak, while I feel like your post is pretty toxic and childish, I definitely understand where you're coming from. Part of why I have been fine kicking the 0.42 release down the road is because I feel like aside from distant land, which needs optimization and fixes anyway, there's really nothi...