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Re: Benchmarks / Hardware Specs

Posted: 09 Feb 2019, 18:34
by Xenuria
I have built a baseline OpenMW experience such that frame rate and stability data can be gathered. The only mods used are listed in the reproduction steps in order of their implementation. Getting OpenMW to behave with 2 installs of Morrowind was a nightmare so I changed the location of my old one and pointed the OpenMW Launcher to the new one. Only problems encountered were save game related which were easily resolved.

Reproduction Steps
Clean GoG Morrowind Install
Clean OpenMW Latest Build
Tamriel_data & Tamriel Rebuilt

Correct Uv Rocks
Morrowind Optimization Patch
Project Atlas
Divine Vivec

Hardware Specs
I under-clock my CPU due to damage to Heat sink and pins, I'm going to save up money next year for a new setup. I am going to eventually try and buy this because of the CPU and the sturdy silence of it's heat sink. I don't anticipate a meaningful improvement in framerate however for OpenMW I could be wrong.

OpenMW Settings Used

Videos 4K 60fps cap (youtube hates Nvidia Shadowplay so processing might take some time) Shadows in use, looks alright.
In scenes where the physics engine isn't the bottleneck the main bottleneck becomes cull, draw and GPU. The optimization of meshes and the absence of mainline mods or addons results in a decent framerate. The ideal is still 60 fps while spinning in a circle with 1-2 grids loaded and a good view distance. I have been able to get closer to that ideal by positioning myself in areas where the bullet sub system hasn't hamstrung the frame rate. There is still an issue of overall efficiency that seems to be holding this project back from something unprecedented.

Re: Benchmarks / Hardware Specs

Posted: 10 Feb 2019, 00:29
by lysol
Some intersting links regarding the physics: – Akortunov has tested running bullet in multithreaded mode, with better performance but also with crashes as a result. – A quite new guy, Stomy, is actually trying to make his own collision system from scratch to replace bullet's collision system. If he succeeds, it could be very useful. Bullet will still be used for other things like animation however.

Re: Benchmarks / Hardware Specs

Posted: 10 Feb 2019, 00:45
by AnyOldName3
I don't think Bullet is used for animation at all. It might end up used for physics objects (e.g. rollable cabbages) when we start supporting later games, though.

Re: Benchmarks / Hardware Specs

Posted: 10 Feb 2019, 08:16
by lysol
Hmm, then I'm remembering incorrectly. Thanks.

Re: Benchmarks / Hardware Specs

Posted: 25 May 2019, 06:25
by clort
Woy. This forum does not like my pale moon browser. Oh well.

Was wishing for a decent fanless Single Board Computer with opengl and after freakin 18 months of messing with the Raspberry Pi 3, I gave up and got the Nvidia Jetson Nano.
Indoors I'm getting 130-230 fps, in Seyda Neen outdoors approx 32-59 fps at 1920x1080, max view and ai distance and water with medium textures enabled.

It's quite a happy thing! Some videos (which will not stay up long!)

Re: Benchmarks / Hardware Specs

Posted: 25 May 2019, 19:11
by Jemolk
clort wrote:
25 May 2019, 06:25
Woy. This forum does not like my pale moon browser. Oh well.
Interesting. I've been hanging around here on Pale Moon for ages now. Of course, being as I'm in the US and therefore have crappy internet anyway, maybe it's just that I have less room to improve if something works really well with it.

Re: Benchmarks / Hardware Specs

Posted: 05 Jun 2019, 16:45
by reddragon72
Microsoft Surface Go 8gig 120gig model.

Intel Pentium Gold 4415Y
8Gigs LPDDR3 (1,866MHz)
Intel HD Graphics 615
10-inch, 1,800 x 1,200 (in game set to 1280x769)

Max distance set to 6666 with fog set past that so it is not visable.
17-25 FPS in Balmora during night and day
25-60 FPS indoors
30-55 in the open

Max distance set to 6666 with fog set to game default
22-30 FPS in Balmora during night and day
25-60 FPS indoors
40-60 in the open

Will test the mainland stuff in a few.
Going to see if there is a way to have on screen controls since this is a tablet as well for KB and controller free play.

Also will test to see how long the the tablet runs without throttling.

Re: Benchmarks / Hardware Specs

Posted: 11 Nov 2019, 15:21
by Xenuria
The builds have been getting better and better. 27 fps consistently with max draw distance and 2 grids.
Setting Grids to 3 makes for a much more realistic experience but it suffers exponentially at higher draw distances.

The mainland areas are way less stable because they are more lore friendly/Realistic in their use of geometry. So the standard by which the functional stability of flying in-game should be set is the mainland because it's true to lore in it's level of detail and density. Distant statics will help, removing unnecessary triangles will help. I'm optimistic.

Posted: 18 Jun 2020, 16:27
by qula
Unfortunately, openmw seems very unoptimized.

With shadows and water reflections enabled (some settings are tweaked lower than default) fps drops to 24-37fps while GPU load is only 50%. PCIe Bandwidth Utilization is up to 25% which is extremely high compared to other games, and some CPU cores reach 100% load. Enabling 4x MSAA does not lower FPS, which further shows that gpu is not a bottleneck. export __GL_THREADED_OPTIMIZATIONS=1 (nvidia proprietary only) noticeably increases fps.

Re: Benchmarks / Hardware Specs

Posted: 19 Jun 2020, 00:26
by CMAugust
tl;dr shadows/reflections are expensive, and there's only so much the engine can do without remaking every model in the game, but there are improvements coming down the wire. Install Morrowind Optimization Patch and Project Atlas for fps gain. Technical explanation follows:

Morrowind is notoriously CPU-limited. That is, the CPU sending instructions of what to draw to the GPU. You have to keep in mind just how bad Morrowind meshes are from a performance point of view. Morrowind designers didn't have to worry about real time shadows, or reflections, or seeing for miles in all directions. The first TES game to do what OpenMW is doing (real time shadows on everything) was TESV Skyrim, which has godly efficient assets in comparison. Take trees as an example; what takes 2 draw calls in Skyrim might take 50 in Morrowind, or even more, just because of the way it was built. In OpenMW, at max settings, each of those individual "drawables" need an additional 1 draw call for reflection, 1 for refraction, and 1 for each shadow map. You can see how these things add up. A complex scene in Skyrim might cost about 3000 draw calls per frame; a comparatively barren scene in Morrowind can soar over 8000.

Even cutting edge games like Star Citizen aim for an average draw count of 2500 max. Assets were painstakingly made and remade to use less and less draw calls. Even though OpenMW will continue to be optimised as time goes on, there's only so much a game engine can do with inefficient assets. But for what it's worth, there are ways for the engine to merge a lot of these drawables together at runtime, and that's what OpenMW is going to do more and more in the future. In the meantime, some mod authors actually have painstakingly optimised a lot of meshes to make them more draw efficient. Look for Morrowind Optimization Patch and Project Atlas and you should see a substantial fps boost for many scenes.