Benchmarks / Hardware Specs

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Re: Benchmarks / Hardware Specs

Post by psi29a » 19 Jun 2020, 09:15

This needs to go in our FAQ.

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Re: Benchmarks / Hardware Specs

Post by heilkitty » 19 Jun 2020, 10:16

Speaking of Morrowind Optimization Patch...
MGE XE Addon:
This module provides dedicated meshes for distant land generation meant to be used with MGE XE. This module will not work with OpenMW and replacers.
I assume, this is that LOD thing?
In Soviet MoЯЯowind, Almalexia kills YOU!!

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Re: Benchmarks / Hardware Specs

Post by clort » 04 Feb 2021, 09:17

scrawl wrote:
23 Nov 2015, 15:22
I figured it would be fun to redo the OpenMW vs. OpenMW-OSG benchmark...
Thanks for the steady work and progress! Never thought I'd say this but we can-has openmw on these potato-ARM boards with ricegrain GPUs!

Khadas VIM3 Kernel 5.10 with brand-spankin-new PANFROST OPENGL3
OpenGL core profile version string: 3.1 Mesa 21.1.0-devel (git-824ae64477

openmw: git master Jan 14, 2021
$ git rev-parse HEAD
osg 3.6 (scrawl) Jan 14, 2021

KhadasVim3 Pro (4x CortexA72, mali G52 MP4 GPU, 4GB)

- Object shaders = OFF
- Shadows = OFF
- Water shader = OFF
- 1024x768 resolution
- Physics 30fps
- Advanced Navi
- Viewing Distance 4800
- Field of View 80
- auto use terrain normal maps = true (rest of shaders off)
- Actors Processing Range 3584

Mods (partial):
- IntelligentTextures
- Morrowind Optimization
- Atlased Textures
- Beautiful Cities

In-scene Triangles 139074, 15 FPS
Now before you mock my punyness, realize this is an ARM GPU which never had working OpenGL support from the vendor. That is a purely volunteer reverse-engineering effort by a handful of brilliant people. It's a deferred-rendering GPU which may have significant drawbacks with OSG as being used by OpenMW.

Still very fun, very fun! :P

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Re: Benchmarks / Hardware Specs

Post by psi29a » 04 Feb 2021, 09:48

That's great news!

Yeah, don't believe anyone that says their GPU only supports GLES and not OpenGL. It just means the vendor didn't bother to expose OpenGL.

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Re: Benchmarks / Hardware Specs

Post by AnyOldName3 » 04 Feb 2021, 14:55

Modern desktop GPUs are tile-based deferred renderers now, too, so we're already doing our best to avoid upsetting them. We do have to use alpha testing when a mesh tells us to, which they're not supposed to like, but the impact is usually small enough that mods like Morrowind Optimisation Patch, which convert alpha-blended meshes with a lot of draw calls to alpha-tested ones with fewer, still end up helping.
AnyOldName3, Master of Shadows

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