If your performance it poor because you're running out of vram, lowering the texture size, and reducing the quality of the framebuffers, could help. For instance, disable shadows (not only removes an extra framebuffer, but it also skips an extra rendering pass), and/or use a 16-bit color mode (halves the size of the color buffers). Reducing the texture size to a quarter (half width, half height) would also free up a bunch of vram... though I'm not sure the most efficient way to do that with Ogre. It may also help to disable static geometry, since that will avoid duplicating meshes in memory and bring vram usage down.sandstranger wrote:I have a question, there are some methods are exactly what to improve performance like this
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=81127
, or the only way to manually reduce morrowind textures?
General performance improvements, though, need to be done in Ogre's OpenGL renderer. It needs to better sort renderables by material, to avoid as many expensive state changes as possible when changing materials, and avoid making redundant state changes. Maybe doing a depth-only pass first could also help, if there's enough overdraw and the cost of the fragment shader is high.