OpenMW Performance

General discussion regarding the OpenMW project.
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Kiesel
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Joined: 04 Aug 2012, 22:38

Re: OpenMW Performance

Post by Kiesel »

:o That's weird. Maybe It's because I'm using an Nvidia card, or because I don't get great framerates in Morrowind to begin with. I don't know what the exact FPS are (how do you check that?) but in OpenMW I get >60 indoors, and >40 outdoors.
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sirherrbatka
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Joined: 07 Aug 2011, 17:21

Re: OpenMW Performance

Post by sirherrbatka »

You have a decent hardware. With semi-modern fx card openmw can run well, but when you have something old morrowind is faster + note that you have mods in MW that often slow down game a lot.
Syracuse
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Joined: 22 Aug 2012, 02:15

Re: OpenMW Performance

Post by Syracuse »

Hey, I was just wondering, will this project support multi-core platforms? Also, will this program be a lot of a change from the vanilla Morrowind UI? I'm not very good at programming, but I am interested in where this project will go.
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psi29a
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Re: OpenMW Performance

Post by psi29a »

Syracuse wrote:Hey, I was just wondering, will this project support multi-core platforms? Also, will this program be a lot of a change from the vanilla Morrowind UI? I'm not very good at programming, but I am interested in where this project will go.

Support for threading since the beginning, so yes it takes advantage of multi-core systems. It will try to keep to the same look and feel except for where things where broken and a pain to use.

Here is the FAQ:
http://openmw.org/faq/
Sadler
Posts: 24
Joined: 30 May 2012, 13:53

Re: OpenMW Performance

Post by Sadler »

Does OpenMW, as the original MW, loading cells in foreground and freezes the game during loading? Maybe, add a feture like background cell preloading?
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jvoisin
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Re: OpenMW Performance

Post by jvoisin »

Does OpenMW, as the original MW, loading cells in foreground and freezes the game during loading?
Yes
Maybe, add a feture like background cell preloading?
It's on the post-1.0 TODO list :)
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