Android part 2

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Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 17 Jun 2020, 16:56

reddragon72 wrote:
17 Jun 2020, 14:17
Is there a .46 release laying around? The one on the playstore was last updated June of last year.
Why do you need an outdated version? Use 0.47 on your phone and PC, it has a lot of fixes and improvements.

onionland
Posts: 68
Joined: 29 Jul 2014, 00:43

Re: Android part 2

Post by onionland » 17 Jun 2020, 20:26

Laicus wrote:
17 Jun 2020, 16:56
reddragon72 wrote:
17 Jun 2020, 14:17
Is there a .46 release laying around? The one on the playstore was last updated June of last year.
Why do you need an outdated version? Use 0.47 on your phone and PC, it has a lot of fixes and improvements.
Well, there is the small benefit of the release builds having some optimization flags enabled, that being said, yeah, if you want cross compatibility just use the nightly

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AnyOldName3
Posts: 1875
Joined: 26 Nov 2015, 03:25

Re: Android part 2

Post by AnyOldName3 » 17 Jun 2020, 23:17

Android builds aren't release builds, though. There's nothing in the source code saying this is 0.46, so make it faster than normal. We just turn on optional optimisation passes that normally take too long. If they're on in an Android build, they're on, and if they're off, they're off, but it's got no relation to which commit is being built.
AnyOldName3, Master of Shadows

onionland
Posts: 68
Joined: 29 Jul 2014, 00:43

Re: Android part 2

Post by onionland » 19 Jun 2020, 00:30

AnyOldName3 wrote:
17 Jun 2020, 23:17
I was personally referring to the PC releases, but yes, that is correct

Sisah
Posts: 66
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 20 Jun 2020, 18:01

There is another one, updated openmw and gl4es, also contain few unmerged things. Grass by akortunov, improved third person view by ptmikheev, and terrain occlusion culling by bzzt (updated by psi29a), some testing here would be nice, it improve performance a lot at certain situations (hopefully dont decrease it in another situations). Also vtastek introduced new effect "parallax soft shadows", so i added it to his lighting shader.
There is new settings.
Spoiler: Show
https://www.mediafire.com/file/rs3n5u6m ... w.zip/file

Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 20 Jun 2020, 18:40

Sisah wrote:
20 Jun 2020, 18:01
There is another one
Oh no, the fps is significantly lower than on the version from 06.13.20, about the same as on older builds. Maybe disabling Terrain occlusion will help increase fps? What is it for?

Sisah
Posts: 66
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 20 Jun 2020, 18:42

Yes, disabling it return old culling. Its used to dont render non visible terrain. But its strange, i got the same fps at top of vivec canton with it enabled or disabled, and if im close to some hill looking on it it improve fps a lot, decreasing draw calls.

Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 20 Jun 2020, 18:58

Sisah wrote:
20 Jun 2020, 18:42
Yes, disabling it return old culling. Its used to dont render non visible terrain. But its strange, i got the same fps at top of vivec canton with it enabled or disabled, and if im close to some hill looking on it it improve fps a lot, decreasing draw calls.
I checked, in Seyda Neen, when I look at the neighboring village (from the mod) without Terrain occlusion, the fps is even higher than in the previous build! :o

Sisah
Posts: 66
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 20 Jun 2020, 18:59

Hmm, probably a placebo effect :D
Try more with occlusion culling.

docent27
Posts: 4
Joined: 20 Sep 2019, 16:39

Re: Android part 2

Post by docent27 » 20 Jun 2020, 20:08

Wow, my fps has grown a lot with all the new features! Thanks for the work done, I really like it!

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