OpenMW 0.47.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
Post Reply
User avatar
Ace (SWE)
Posts: 887
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.47.0

Post by Ace (SWE) »

AnyOldName3 wrote: 10 Jun 2021, 20:46The OSG builds in https://gitlab.com/OpenMW/openmw-deps/- ... in/windows haven't been updated.
I wanted to see the build tested before doing anything else with the new VS2019 deps, but they're currently sitting on the same RadosGW/S3 bucket as the release;

MyGUI 3.4.1: 32-bit (pdbs), 64-bit (pdbs)
OSGoS 3.6.5 (b02abe2): 32-bit (pdbs), 64-bit (pdbs) - this might need a change in the before_build script as the contained folder is now called "OSGoS-<version>" instead of just "OSG-<version>"
testman
Posts: 90
Joined: 30 Nov 2015, 15:05
Location: Slovenia
Gitlab profile: https://gitlab.com/testman42
Contact:

Re: OpenMW 0.47.0

Post by testman »

It is good time to point out that there is some community-organised testing of RCs going on:

https://gitlab.com/sjek/openmw-release- ... /README.md

https://discord.gg/5TsMmw3
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.47.0

Post by psi29a »

Sounds cool testman, I just everyone is aware that what counts as an issues for the RC are things that worked in 0.46 but do not in 0.47; this has to be clear. :)

Obviously things like crashes are important too.
User avatar
AnyOldName3
Posts: 2667
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.47.0

Post by AnyOldName3 »

Yay! There's an OpenThreads PDB now! It was missing from the previous OSG build.
User avatar
Ace (SWE)
Posts: 887
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.47.0

Post by Ace (SWE) »

AnyOldName3 wrote: 12 Jun 2021, 01:22 Yay! There's an OpenThreads PDB now! It was missing from the previous OSG build.
Might've been due to the install bug I've now submitted a fix for upstream
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.47.0

Post by psi29a »

I've uploaded:

Code: Select all

	new file:   MyGUI-3.4.1-msvc2019-win64-sym.7z
	new file:   MyGUI-3.4.1-msvc2019-win64.7z
	new file:   OSGoS-3.6.5-b02abe2-msvc2019-win64-sym.7z
	new file:   OSGoS-3.6.5-b02abe2-msvc2019-win64.7z
to [email protected]:OpenMW/openmw-deps.git

I didn't bother with win32 since we no longer support those for release.
halcyon
Posts: 17
Joined: 05 Dec 2018, 00:32

Re: OpenMW 0.47.0

Post by halcyon »

On macOS 11.4, RC2 crashes for me while loading mods after the initial setup screen. The error message states that there are too many open files.

EDIT, added for context: I run with a huge number of mods including many subfolders, but all load and work fine using OpenMW 46. The macOS RC2 crashes after loading about 2/3 of them.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.47.0

Post by psi29a »

The MacOS issue is the risk that is taken when you have too many loose-files (mods) that OpenMW has to open. MacOS freaks out here and doesn't handle this very well.

Try this workaround:
https://discussions.apple.com/thread/251000125
Talked about more here:
https://itectec.com/superuser/is-there- ... -x-10-7-1/

Basically... if you want to use mods on MacOS, then you need to update your macOS to allow for more than 256 open-files at a time for OpenMW.

Hint: if mods shipped as a zip or as a esm/bsa, then there would only need to be 1 file open per mod.

It's one of the reasons Morrowind.exe has a mod-limit.
hokan
Posts: 9
Joined: 07 Jun 2020, 17:35

Re: OpenMW 0.47.0

Post by hokan »

I seem to be getting considerably worse fps on 0.47rc (vs 0.46) possibly due to increased amounts of Cull (in F3 graphs), does anyone know what the cause of this might be? Are there .cfg settings that may need tweaking? I initially started with 0.43 so perhaps there is some old junk in the .cfg files?

My setup:
  • MacOS Mojave (10.14.6), 2018 Mac mini (32GB, i7), eGPU with Vega 64.
  • ~400 mods (most in separate data folders).
  • Using lots of normal maps and HD textures but no shadows (they halv fps) or distant lands.
  • Was using grass in 0.46, for 0.47 I moved all grass esps from 'content' to 'groundcover', this seems to work correctly - [groundcover] changes in settings.cfg affect the grass.
Issues
  • Low fps (about half, 60 -> 30) possibly related to overall higher Cull (in F3).
  • Random severe Cull spikes when walking around.
  • Facing certain direction in certain locations shows very high Cull values.
  • Cull usage seems to be unrelated to grass, it remains high even when disabling groundcover.
  • Going from 4K to 1920x1080 resolution (in-game) didn't affect fps, so the GPU is presumably not the bottleneck.
hokan
Posts: 9
Joined: 07 Jun 2020, 17:35

Re: OpenMW 0.47.0

Post by hokan »

psi29a wrote: 13 Jun 2021, 09:45 The MacOS issue is the risk that is taken when you have too many loose-files (mods) that OpenMW has to open. MacOS freaks out here and doesn't handle this very well.
I'm a bit curios why OpenMW needs to hold on to so many open file descriptors. In most cases one would open a file, get a file descriptor, load the data and then close the file and thereby release the file descriptor.

I assume there is some reason why things are not this straight forward?
Post Reply