scrawl the mighty! scrawl the unerring! scrawl the unassailable! To you we give praise!
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?
Woo-hoo, distant terrain is in the master.
Re: Woo-hoo, distant terrain is in the master.
In settings.cfg I can do this:
But I'm not sure which of the other settings I need to add/edit to enable distant land.
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
Last edited by Sslaxx on 15 Mar 2017, 11:25, edited 1 time in total.
- Capostrophic
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Re: Woo-hoo, distant terrain is in the master.
Add [Terrain] section and "distant terrain = true" without quotes in it.Sslaxx wrote:So, what do we need to actually change in said config file, then?
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.
Re: Woo-hoo, distant terrain is in the master.
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.
- psi29a
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Re: Woo-hoo, distant terrain is in the master.
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. For a bit of context, this is a side project I'm working on that includes land data generated by http://world-engine.org :
All around though, fantastic work! Thank you.
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. For a bit of context, this is a side project I'm working on that includes land data generated by http://world-engine.org :
All around though, fantastic work! Thank you.
Re: Woo-hoo, distant terrain is in the master.
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)
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)
Re: Woo-hoo, distant terrain is in the master.
This was really message of the day, keep it up!
Re: Woo-hoo, distant terrain is in the master.
WTF, I was away for one day. And now this.
So excited, can't wait to try it tomorrow!
So excited, can't wait to try it tomorrow!
- AnyOldName3
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Re: Woo-hoo, distant terrain is in the master.
No, we've now seen what happens when you're gone. You need to go away again.