OpenMW 0.32.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
Tarius
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Re: OpenMW 0.32.0

Post by Tarius » 21 Jul 2014, 02:44

I would say work on any optimizations that do not depend on Ogre.

What is the timeline like for 2.0 to come out? If its going to be by year's end, there is no reason not to wait. If its going to take possibly until half way through next year, then you may want to consider the amount of time optimizing everything will take verses how long orge will take. There is a line between waiting and becoming stagnant.
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Greendogo
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Re: OpenMW 0.32.0

Post by Greendogo » 03 Aug 2014, 21:56

I propose we add the need for optimization and the possibility of slow performance until then to the "Known Issues" section of subsequent releases. Something like:
  • Performance may be slow due to the need for optimization; OpenMW is also awaiting the release of Ogre3D 2.0, which should help performance quite a bit.

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raevol
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Re: OpenMW 0.32.0

Post by raevol » 04 Aug 2014, 01:32

Agreed. Speaking of which, is there anything pro-active we can do regarding Ogre 2.0? Have we been in touch with them at all?

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psi29a
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Re: OpenMW 0.32.0

Post by psi29a » 04 Aug 2014, 09:37

Ogre 2.0 is still a ways off... but there is a Ogre 2.0 CTP (Community Technology Preview) that should be very usable coming out as an interim to get projects used to the new way of doing things.

Have a look: About 2.0

There is also the roadmap.

There is also Ogre 1.10 to look forward to as well.

Don't think they are lazy, just have a look at their commit history:
https://bitbucket.org/sinbad/ogre/commits/all

I think they are just undermanned with the amount of work that needs to be done. There are serious non-trivial problems to be solved there.

@Scrawl: I believe you are the closest to the Ogre community. What is your take on this?

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lysol
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Re: OpenMW 0.32.0

Post by lysol » 04 Aug 2014, 13:09

psi29a wrote: There is also Ogre 1.10 to look forward to as well.
This. Won't Ogre 1.10 solve some of the problems, like memory leaks or something like that? Or have I misunderstood this? How far away is Ogre 1.10 then?
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sandstranger
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Re: OpenMW 0.32.0

Post by sandstranger » 08 Aug 2014, 07:07

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Last edited by sandstranger on 18 Jan 2018, 14:56, edited 1 time in total.

Chris
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Re: OpenMW 0.32.0

Post by Chris » 08 Aug 2014, 11:28

sandstranger wrote:Will ogre 1.10 or 2.0 solve problems with ram ,video ram leaks and low fps?
Only way to know for sure is to try. Porting to Ogre 2.0 will probably be a hefty task, and it's unlikely 1.10 will offer much of an improvement (unless they're rewritten the OpenGL renderer for it, which I doubt).

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sandstranger
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Re: OpenMW 0.32.0

Post by sandstranger » 08 Aug 2014, 11:41

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Last edited by sandstranger on 16 Aug 2014, 07:04, edited 1 time in total.

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psi29a
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Re: OpenMW 0.32.0

Post by psi29a » 08 Aug 2014, 13:37

^5 sandstranger! :) You can't keep a good dev down. ;)

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Greendogo
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Re: OpenMW 0.32.0

Post by Greendogo » 09 Aug 2014, 00:52

Sorry to sidetrack, sandstranger, but are there any open source screen controls available?

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