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Re: Android part 2

Posted: 21 May 2020, 08:08
by Sisah
I already tried, its not so good for android right now, at least inventory window, it need bigger screen. Fixed simple water mean it was broken in first .apk so i deleted it and added new one.

Re: Android part 2

Posted: 21 May 2020, 11:34
by Laicus
Sisah wrote: 21 May 2020, 08:08 Fixed simple water mean it was broken in first .apk so i deleted it and added new one.
I mean, what is "simple water"? I apologize for asking again, but it just baffled me. :? :)

Re: Android part 2

Posted: 21 May 2020, 12:11
by Sisah
Water without enabled water shader :D

Re: Android part 2

Posted: 21 May 2020, 20:12
by Laicus
Sisah wrote: 21 May 2020, 12:11
Does setting object paging size multi = tower = 3, fortress = 2 not work?
I use the following settings:
object paging merge factor = 999999
object paging min size = 0.6
object paging min size merge factor = 0.038
object paging min size cost multiplier = 4 (What is this setting responsible for?)
object paging active grid = true
Is this legal in general? :lol:
It turns out a good fps (although sometimes a little low), but there are crashes (probably due to lack of memory).

Re: Android part 2

Posted: 22 May 2020, 07:44
by Sisah
The only settings for object paging is this.
Spoiler: Show
With object paging active grid = true, lighting is broken so dont use it and if you get crash because lack of memory, decrease object paging merge factor. Not sure how paging min size work.

Re: Android part 2

Posted: 22 May 2020, 09:04
by Laicus
Sisah wrote: 22 May 2020, 07:44 With object paging active grid = true, lighting is broken so dont use it
I read about it on the github, until I leave it on, I still have the timescale set to 1 and I don’t play at night (what’s the point if stealth does not depend on lighting).
Sisah wrote: 22 May 2020, 07:44 if you get crash because lack of memory, decrease object paging merge factor.
This is already a reduced value :) , at first I used 999999999999999999+, there are practically no crashes (sometimes when loading a save), but I have not tested it for a long time.

Re: Android part 2

Posted: 02 Jun 2020, 17:05
by Sisah
Here is new build, it fix gamma on sky, some grass mods (remiros one should work now with distant statics) and updated omw. Also contain vtastek shaders with fixed height fog + some config for it. Its not perfect, see helpsettings.glsl.
https://www.mediafire.com/file/157d22gy ... 2.zip/file

Re: Android part 2

Posted: 03 Jun 2020, 16:52
by hutdave
Allanon41 wrote: 27 Apr 2020, 19:34 I'm getting super dark terrain and everything basically on exterior when I tried the above. Even when I removed all the files and reverted back to what I had before its's still all black exterior. What did I do wrong and where is those low vtastek shadrrs? Also placing the pearl script and .bat file next to my esp esm files did not generate a lightfixes.esp file like it said in the readme. Any help?
You've found fix for this dark terrain issue bro ? :)

Re: Android part 2

Posted: 06 Jun 2020, 13:17
by DarkSpectre
The past couple debug builds are causing issues for me, such as: freezing, white screen, worse performance and frequent CTD's.

Therefore, I'm currently using a build dated around late April.

Re: Android part 2

Posted: 06 Jun 2020, 23:28
by Allanon41
@hutdave Yeah, i guess, i reinstalked omw and morrowind and it went back to normal. I think it was using the glsl shaders and modifying the settings.cfg. I cant remember exactly, but something like that. .vfx shaders work fine though. I've got a low powered phone so I just try to keep things vanilla and simple with my settings now.