Search found 45 matches
- 04 Aug 2017, 18:08
- Forum: News
- Topic: OpenMW multiplayer is here!
- Replies: 17
- Views: 25090
Re: OpenMW multiplayer is here!
My biggest issue with this is plugin convergence, Nobody is going to have the exact same plugins and load order as me simply because I have custom plugins I made myself for QoL stuff. Is there any way to relax that requirement or at least make it easier to switch between the two.
- 04 Aug 2017, 17:40
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 60811
Re: CPU and Single Core Implications
I can't find the post atm, but Chris (I think it was) made a great post quite a while ago about why adding more and more threads (or "cores" if you want) won't necessarily make a game faster and more efficient in all situations. OpenMW has bottlenecks yes, but it is also still version 0.X...
- 04 Aug 2017, 11:15
- Forum: General
- Topic: Openmw is the future.
- Replies: 19
- Views: 11024
Re: Openmw is the future.
It is the future but I dare say that it is not future-proof. Optimization is something that needs to happen and work-arounds need to be found for core usage.
- 03 Aug 2017, 22:18
- Forum: General
- Topic: Benchmarks / Hardware Specs
- Replies: 105
- Views: 128504
Re: Benchmarks / Hardware Specs
Hardware CPU: Intel Core i7-2600K GPU: Nvidia GTX 1080 SSD: Samsung 840 Pro 512GB SSD: Samsung 840 Pro 256GB RAM: Unknown 1866 CL10 Series 1866 CL10 Series 16GB MBD: MSI P67A-C43 (MS-7673) http://www.userbenchmark.com/UserRun/4526002 OpenMW 2560 x 1600 (16 : 10) Windowed Settings.cfg http://i.imgur...
- 03 Aug 2017, 21:09
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 60811
CPU and Single Core Implications
To my understanding most of the engine in OpenMW uses single-core and can't multi-core. I currently have an Intel Core i7 2600k and it runs at 3.40GHZ. The best CPU that I can see on the market for it's performance is 4.70GHZ. What percentage of performance difference would be gained from playing Op...
- 02 Aug 2017, 15:11
- Forum: Feature Requests and Suggestions
- Topic: Scalability & Stability
- Replies: 7
- Views: 4507
Re: Scalability & Stability
viewing distance = 35924
exterior cell load distance = 1
With these settings I get a jittery 25-35 fps outdoors. How do I properly read the F3 menus to determine where the bottleneck is? Is there documentations I have overlooked that explains the bars moving about?
exterior cell load distance = 1
With these settings I get a jittery 25-35 fps outdoors. How do I properly read the F3 menus to determine where the bottleneck is? Is there documentations I have overlooked that explains the bars moving about?
- 02 Aug 2017, 11:18
- Forum: Feature Requests and Suggestions
- Topic: Scalability & Stability
- Replies: 7
- Views: 4507
Re: Scalability & Stability
Be aware that "exterior cell load distance" is the radius for the number of fully loaded and active cells, excluding the one the player is in. So with the default 1, that gives a diameter of 3, so there's 3x3 (9) cells loaded around the player. With your change to 3, that's a diameter of ...
- 02 Aug 2017, 00:06
- Forum: Feature Requests and Suggestions
- Topic: Scalability & Stability
- Replies: 7
- Views: 4507
Scalability & Stability
Hi, I am Xenuria and I am going to be posting some documentation showing the rather sharp difference in performance between the following scenarios. OpenMW 0.42.0 on Max Settings Vanilla View Distance OpenMW 0.42.0 on Max Settings Non-Vanilla View Distance/ Distant land and cells loaded. https://www...
- 31 Jul 2017, 19:31
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 995591
Re: OpenMW Nightly builds
Forgive my ignorance but I am confused by the distinction between OpenMW Nightly Builds and the OpenSceneGraph (OSG) Builds and forks.
If I want performance on a high end gaming rig I want OSG right? And does OSG install over top of an existing OpenMW Install?
If I want performance on a high end gaming rig I want OSG right? And does OSG install over top of an existing OpenMW Install?
- 16 Jul 2017, 13:25
- Forum: Feature Requests and Suggestions
- Topic: Map Options
- Replies: 19
- Views: 11197
Re: Map Options
As you say OpenMW isn't multi-core yet. Forgive my ignorance but wouldn't choosing an engine that is natively multi-core and 64-bit be a starting point? Not something you work towards after already having most of the game working on an engine? No two engines are the same. Trying to fit game data fr...