Woo-hoo, distant terrain is in the master.

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Capostrophic
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Woo-hoo, distant terrain is in the master.

Post by Capostrophic » 15 Mar 2017, 11:15

scrawl the mighty! scrawl the unerring! scrawl the unassailable! To you we give praise! :D

Looks really promising. For this screenshot I had to enable (the experimental) distant terrain and increase the view distance to the sky 100 000 in OpenMW's config file. Framerate is around 20-40 (normally 50-70, craptop), exterior cell load distance is default.

It's already better than Oblivion's LOD.

You may want to test the feature yourself after downloading the latest nightly for your OS and... so, what do you think about it?
shitty lingua anglica grammar ftw

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Sslaxx
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Re: Woo-hoo, distant terrain is in the master.

Post by Sslaxx » 15 Mar 2017, 11:17

In settings.cfg I can do this:

Code: Select all

[Terrain]

# If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells
distant terrain = true
But I'm not sure which of the other settings I need to add/edit to enable distant land.
Last edited by Sslaxx on 15 Mar 2017, 11:25, edited 1 time in total.
Stuart "Sslaxx" Moore.

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Capostrophic
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Re: Woo-hoo, distant terrain is in the master.

Post by Capostrophic » 15 Mar 2017, 11:23

Sslaxx wrote:So, what do we need to actually change in said config file, then?
Add [Terrain] section and "distant terrain = true" without quotes in it.

Then seek for [Camera] section and increase the view distance value from 6666 (max of in-game slider) to some big number. It should be already there if you have changed the view distance in-game.

Then you will see the LOD of terrain.

Another picture: Red Mountain. Dark trails are from the Ghostgate.
shitty lingua anglica grammar ftw

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Sslaxx
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Re: Woo-hoo, distant terrain is in the master.

Post by Sslaxx » 15 Mar 2017, 11:38

Not bad at all! OpenMW's probably at a similar stage to where it was before the switch to OSG. Hopefully it'll be possible to add the smaller details that were so difficult with the OGRE codebase.
Stuart "Sslaxx" Moore.

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psi29a
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Re: Woo-hoo, distant terrain is in the master.

Post by psi29a » 15 Mar 2017, 12:57

Very nice, thank you scrawl!

I did notice some statics 'popping' into and out of existence in moving around. Is there something that can be done about this? Or is this just that LoD for statics is not yet implemented?

Example, just moving out of one cell, unloads the statics of that cell.
screenshot003.png
screenshot002.png
For a bit of context, this is a side project I'm working on that includes land data generated by http://world-engine.org :
screenshot004.png
screenshot005.png
All around though, fantastic work! Thank you.

magamo
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Re: Woo-hoo, distant terrain is in the master.

Post by magamo » 15 Mar 2017, 13:27

I'm noticing a small bug in this, as it was actually in 0.36.1 as well.

The water plane is not infinite. As you can see in this shot, looking toward Stirk and Vorndgad Forest, you can see those two areas as what appear hills on a flat plane beyond the ocean. (Vorndgad is directly in line with the Firemoth archipelago in this shot, and Stirk is the little 'hill' in the left corner of the plane)
screenshot004.png
Land past the water plane


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Berandas
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Re: Woo-hoo, distant terrain is in the master.

Post by Berandas » 15 Mar 2017, 18:55

This was really message of the day, keep it up! ;-)

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lysol
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Re: Woo-hoo, distant terrain is in the master.

Post by lysol » 15 Mar 2017, 22:43

WTF, I was away for one day. And now this.

So excited, can't wait to try it tomorrow!
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AnyOldName3
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Re: Woo-hoo, distant terrain is in the master.

Post by AnyOldName3 » 15 Mar 2017, 23:37

No, we've now seen what happens when you're gone. You need to go away again.
AnyOldName3, Master of Shadows

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