Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

Yes there is bug if view distance is more than 8x and shaders are disabled on gles2. Can you check on pc with command adb logcat | grep "LIBGL" if you get some error messages here?

Also there is new settings for distant object under [terrain]
# Load far objects on terrain
object paging = true

# Affects the likelyhood of objects being merged. A higher value means merging is more likely and may improve FPS at the cost of memory.
object paging merge factor = 250

# Cull objects smaller than this size divided by distance
object paging min size = 0.01

# Adjusts 'min size' based on merging decision. Allows inexpensive objects to be rendered from a greater distance.
object paging min size merge factor = 0.3

# Controls how inexpensive an object needs to be to utilize 'min size merge factor'.
object paging min size cost multiplier = 25

If using it set exterior cell load distance to 1
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psi29a
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Re: Android part 2

Post by psi29a »

Not sure what you guys are doing with object paging, that particular feature is still in on-going development and not even merged into master yet. I would hold off on this until after merge and focus on getting OSGoS '3.4-experimental' compiled and working for Android which should land you guys some extra FPS.
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

I know its not finished, but still very cool :D this is compiled with osgos 3.6 with some changes from openmw github and lowered precision to float. I try osgos-3.4 but if i remember xyzz removed it because there was textures problems (may be solved now).
Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus »

Sisah wrote: 11 May 2020, 07:40 Can you check on pc with command adb logcat | grep "LIBGL" if you get some error messages here?
Sorry, I have no idea what you're asking. :oops: :)
Is this an ADB command?
Sisah wrote: 11 May 2020, 07:40 Also there is new settings for distant object under [terrain]
This is unbelievable !!! Such beauty also slightly affects the FPS, if you do not abuse the settings.

In the water shader, in the fresnel formula, I use the following values:
float ior = (cameraPos.z>0.0)?(1.26/1.0):(1.0/1.01)

Default "air to water" is more or less normal, but "water to air" is just awful.
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psi29a
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Re: Android part 2

Post by psi29a »

Sisah wrote: 11 May 2020, 09:23 I know its not finished, but still very cool :D this is compiled with osgos 3.6 with some changes from openmw github and lowered precision to float. I try osgos-3.4 but if i remember xyzz removed it because there was textures problems (may be solved now).
Yeah... OSGoS 3.6 is not yet 'ready' either. I'm doing some work on there as we speak. So things might break and you'll be missing out. Why not just wait a bit for things to calm down so that you're not wasting your time? :)

0.46 will be release with OSGoS 3.4 support and then the following releases will be with OSGoS 3.6
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

I have a lot of time :D at least i learn something :D
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psi29a
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Re: Android part 2

Post by psi29a »

Alright then :)

I just re-based openmw/osg with latest upstream 3.6, weeded out unnecessary commits (already made it upstream), along with a lost scrawl commit and my own sauce on top. Please try it out and test... let me know what kind of perf you get. (and any crashes)

The reason for the work is to prep for incoming OP code... which should net us additional perf.
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

Here is new .apk. updated OSGoS, gl4es, openmw object paging branch, added "separate grass handling" by akortunov https://github.com/OpenMW/openmw/pull/2665 (will work only with aesthesia groundcover for now i think), gamma now work on shader rendered objects (but it seems like gamma is not applied to sky). Shadows and sunglare effect still dont work, water refraction dont work properly, and there is issue with MOP trees if object paging is enabled i think. Without shaders fog is broken if view distance is 8x or more, at least with es2 renderer.
Saves produced by this version cannot be loaded wih older versions.
Edit: fixed simple water.
https://www.mediafire.com/file/bbqbwbpk ... 5.apk/file
Last edited by Sisah on 21 May 2020, 14:11, edited 2 times in total.
Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus »

Sisah wrote: 20 May 2020, 17:45 Edit: fixed simple water.
Thank you for the new apk!
It's a pity that the fps is a little lower than on the previous build. What does "fixed simple water" mean?
onionland
Posts: 68
Joined: 29 Jul 2014, 00:43

Re: Android part 2

Post by onionland »

Any chance you would feel up to compiling an android executable with MorroUI included? it seems a whole lot more suited to touch and gamepad controls than the default ui
(github fork: https://github.com/glassmancody/openmw/tree/morro_ui )
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