Search found 31 matches

by Sagacity
04 Apr 2020, 00:41
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 37
Views: 17635

Re: Better grass support

In rendering, there'll always be things that need to happen sequentially, like drawing shadow maps before drawing shadows, or the main frame before post-processing, or having to actually finish the frame before displaying it, and some of these steps can't even happen in parallel with another. To be...
by Sagacity
15 Jan 2020, 06:17
Forum: Feature Requests and Suggestions
Topic: Maximum texture resolution?
Replies: 2
Views: 2617

Re: Maximum texture resolution?

The issue with this is that texture resolution, alone, is not a good indicator of texture quality, especially when considering textures on larger objects. Further, there are issues with using a generic slider. Certainly forcing mip-maps would increase speed, but what do you do when there aren't any ...
by Sagacity
17 Sep 2019, 14:27
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 12
Views: 10187

Re: PBR in OpenMW on reddit

I'm really confused. I thought we already had a legacy lighting/material treatment system in place, as is used with the various "force $feature" settings. Aren't we already using two different lighting/shading models?
by Sagacity
11 Sep 2019, 04:15
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 41379

Re: Water shaders, OpenMW vs MGEXE

I think you misunderstand. I knew that Morrowind used dynamically generated textures for it's water. I was not aware of what was or was not exposed to the shader currently in use for OpenMW and assumed it had the necessary information exposed to facilitate things like dynamic normal creation, and su...
by Sagacity
10 Sep 2019, 09:13
Forum: General
Topic: Ray Tracing in OpenMW
Replies: 4
Views: 6188

Re: Ray Tracing in OpenMW

AnyOldName3 wrote: 08 Sep 2019, 20:15 As explained in the other thread you said something like that in, that's not how it works.
I'm sorry, I explained why I misunderstood in the other thread.
by Sagacity
10 Sep 2019, 09:12
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 41379

Re: Water shaders, OpenMW vs MGEXE

Lots of the water's goodness in the vanilla engine is due to the shaders being fed other data that OpenMW isn't feeding its shader. There are improvements to be made that can be done in the shader itself, but to replicate vanilla or most MGE XE shaders perfectly, you'd need a chunk of extra work on...
by Sagacity
10 Sep 2019, 09:09
Forum: General
Topic: The only way to replace Vanilla Engine (IMHO)
Replies: 37
Views: 20745

Re: The only way to replace Vanilla Engine (IMHO)

Most of Xenuria's points were based on a very flawed understanding of a very stupid problem Second Life has because its developers didn't want to pay licence fees for the 64-bit version of some middleware they were using, so implemented a bonkers system that let the 64-bit client use the 32-bit ver...
by Sagacity
08 Sep 2019, 11:11
Forum: Feature Requests and Suggestions
Topic: I don't know, is it a bug or feature request...
Replies: 6
Views: 5123

Re: I don't know, is it a bug or feature request...

f: Normal. Modulates surface normals to make lighting and environment reflection look better. Alpha channel is the height used for parallax, if enabled. Any reason not to just use the Normal Maps blue channel for the parallax height information? Normal maps can be assumed to have their height chann...
by Sagacity
08 Sep 2019, 10:50
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 41379

Re: Water shaders, OpenMW vs MGEXE

If anyone is up to the task, the water vertex and fragment shaders are exposed in the base OpenMW file structure, you could theoretically port the other shaders to OpenMW. I don't know if it's 100% possible, but the shader format used by OpenMW should be equivalently capable, if not more, to MGE. Of...
by Sagacity
08 Sep 2019, 09:54
Forum: Feature Requests and Suggestions
Topic: Object mechanic for item wall mounting, bookshelf book plasing and other item placement on objects
Replies: 4
Views: 3813

Re: Object mechanic for item wall mounting, bookshelf book plasing and other item placement on objects

Could you maybe hack it together right now by having a non-moving actor shaped like a weapon rack and getting them to wield the weapon? That's how Skyrim's mannequins work, so it's not impossible that it's how the regular weapon racks work, too. I don't believe that's how it works, as there's still...