Is it even a bottleneck? From what I've heard, actual geometry complexity is rarely the bottleneck these days. Adding LOD to the original Morrowind models makes no sense in that way, as it's most likely not going to be an issue.
Furthermore, creating more detailed models would involve adding/changing features beyond Morrowind's original scope, which is not the current focus, from what I understand,
Either way, it's a lot of work for little to no gain in the project's current state.
Yes and no. Multithreading drawcalls can't really be done and workarounds/hacks are usually not worth it since most drivers work in a very single-threaded manner, however, reducing driver (and Ogre3D) overhead is critical here. I can only speak for OpenGL here, but OpenGL is very stateful and depending on the order and the way you specify changes to the state, it can leave away some error-checking, nvidia actually gave a cool talk on this, but since OpenMW utilises Ogre3D, it comes down to making Ogre3D less dumb.sirherrbatka wrote:I don't think we can multi-thread draw calls, so our rendering will remain slow.I think multi-threading will prove to be very useful.
Geometry shaders, tessellation shaders. But again, adding more geometry goes beyond what OpenMW 1.0 is trying to achieve, from what I understand, and adding reducing geometry is most likely just a workaround for inefficient 3d engine code.wheybags wrote:I suspect real time generation would be too slow
What needs to be done is a lot of profiling to find the actual bottlenecks.