OpenSceneGraph port now playable

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psi29a
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Re: OpenSceneGraph port now playable

Post by psi29a »

fanofyourwork wrote:So much progress has been done on this ambitious project
+1 for novelty account name ;)
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raevol
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Re: OpenSceneGraph port now playable

Post by raevol »

Great work scrawl! So excited for this! Can't wait for it to roll into the dailies!
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Shnatsel
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Re: OpenSceneGraph port now playable

Post by Shnatsel »

Just my $0.02 on the goals for 1.0: I'd totally wait for inclusion of shadows and water reflections before releasing it. Water reflections, just because they're damn awesome and non-reflective water looks worse than vanilla water; and shadows for several reasons:
  • Vanilla had dynamic shadows (damn glitchy ones, but it did!), so having none would be a regression over vanilla.
  • It's 2015, people expect dynamic shadows in games.
  • 1.0 is probably the only release that's going to get reasonably wide press coverage. This is your chance to introduce the more causal audience to OpenMW. If the articles will all say "but they don't have shadows, so it doesn't look all that great"... that'd be a pity.
I totally understand delaying some optimizations to post-1.0, but things that massively impact the look and feel of the game should be there on "release". Even though 1.0 is not, technically, a final release, I'm pretty sure it will be widely regarded as such anyway.
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psi29a
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Re: OpenSceneGraph port now playable

Post by psi29a »

Here is AoA running with OSG branch. It is noticeably slower than the Ogre branch. When I was used to getting around 80fps I now get 12fps. But if you look closely at the OSG output on screen, you will notice that most of the time is being eaten up by physics. So I'm assuming that the bottleneck isn't OSG itself, but that the change in physics has caused a huge regression on AoA.

Image
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Ace (SWE)
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Re: OpenSceneGraph port now playable

Post by Ace (SWE) »

Well, preliminary Windows builds can be found here:

http://www.lysator.liu.se/~ace/OpenMW-OSG-win32.exe
http://www.lysator.liu.se/~ace/OpenMW-OSG-win64.exe

Don't have access to my desktop so can't test them myself, but they should hopefully work anyway.
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Lazaroth
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Re: OpenSceneGraph port now playable

Post by Lazaroth »

Ace (SWE) wrote:Well, preliminary Windows builds can be found here:
The 64 bit seems to be working on 8.1.

Will post the bugs I find in a bit. 2 so far. The experience can otherwise be summed up in one word - fast. :) 300-500 fps indoors and 60-90 in the middle of Balmora.
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sandstranger
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Re: OpenSceneGraph port now playable

Post by sandstranger »

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Last edited by sandstranger on 18 Jan 2018, 16:09, edited 1 time in total.
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dEnigma
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Re: OpenSceneGraph port now playable

Post by dEnigma »

Ace (SWE) wrote:Well, preliminary Windows builds can be found here:
Awesome! Will test them right after finish some other stuff. :mrgreen:
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Lazaroth
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Re: OpenSceneGraph port now playable

Post by Lazaroth »

I didn't find anything more obvious than the 2 things I briefly mentioned I'd seen in the previous post. Will try some more later on.

1. Sometimes when a new song (music) starts playing, there's a lag. It doesn't always happen, but when it does, the lag is noticeable. The game freezes for perhaps 0.5 s. Might be related what songs the game already had loaded, if it happens or not?

2. When you are in an exterior and passing into a new cell, and you are in movement with the mouse while the loading screen shows, the turning movement continues despite the game being paused. This results in you not facing the direction you expect after the loading screen disappears, leaving you a bit confused. I think I've seen the same phenomena in the Ogre version as well though.
A video of this happening:
https://www.youtube.com/watch?v=I52NpOJ ... e=youtu.be
I bunnyjump from north of Balmora to south of it.
The relevant times when this happens are: 00:11, 00:33, 00:51, 01:10, 01:27
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scrawl
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Re: OpenSceneGraph port now playable

Post by scrawl »

Wiki page with build instructions created.

https://wiki.openmw.org/index.php?title ... _Setup_OSG
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