OpenSceneGraph port now playable
Re: OpenSceneGraph port now playable
FWIW, on the same laptop the intro video works fine with the Ogre version (using OpenGL drivers)
Re: OpenSceneGraph port now playable
I just noticed this when playing with MAO. It seems the OSG branch doesn't like data paths that contain an & character. It took me a bit to realize that path wasn't being added since there wasn't any warning or error about it.
Figured I mention it here instead of creating a bug since I don't know if it affects the current master.
Figured I mention it here instead of creating a bug since I don't know if it affects the current master.
Re: OpenSceneGraph port now playable
Can't reproduce it either on Windows 10 64bit.Chris wrote:Unfortunately I can't reproduce the problem, it works just fine for me. Can any other Windows users try it?cc9cii wrote:http://www.nexusmods.com/morrowind/mods/39329/?
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Re: OpenSceneGraph port now playable
Did some testing here, we got from 12fps to 20fps.scrawl wrote:Just pushed a sizable performance improvement for exteriors (~2ms in my testing).
Physics still taking up the most time. Once hit esc to get the menu, it shoots up to 60 as the physics is paused.
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Re: OpenSceneGraph port now playable
Super impressive. Great job.
Re: OpenSceneGraph port now playable
Baan Malur (I think the most demanding area I've seen in a mod or in the vanilla game) is getting 25-40 fps (albeit sans distant land, water, shadows etc). Which, considering the same area using an OGRE build is getting 7-15fps (albeit with distant land et al) is pretty impressive.
Re: OpenSceneGraph port now playable
When will this be pushed into master?
Re: OpenSceneGraph port now playable
I wanted to test this on my somewhat aging Linux laptop. It runs the Ogre version well enough, although I have to dial the view distance right down or it lags and stutters in Balmora. Anyway, lacking a suitable download, I thought I'd build it myself.
I followed the instructions on the wiki, Gentoo already had all the build tools I needed. Compiled just fine and runs no problem.
Silly Question: how do I know if I got the source for the OSG branch or not?
Sorry to have to ask. I know my way around most of the software you're using for OpenMW, but I've never had to get to grips with git and it remains a little opaque.
Only reason I ask is that I'm not seeing any noticeable improvements. Or differences of any kind, really. Which would be fine, but if I'm going to call this a test, then I probably ought to know which version I just built
I followed the instructions on the wiki, Gentoo already had all the build tools I needed. Compiled just fine and runs no problem.
Silly Question: how do I know if I got the source for the OSG branch or not?
Sorry to have to ask. I know my way around most of the software you're using for OpenMW, but I've never had to get to grips with git and it remains a little opaque.
Only reason I ask is that I'm not seeing any noticeable improvements. Or differences of any kind, really. Which would be fine, but if I'm going to call this a test, then I probably ought to know which version I just built
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Re: OpenSceneGraph port now playable
I set up a daily build ppa:
https://launchpad.net/~openmw/+archive/ ... penmw-osg/
it should pull in all the correct dependencies. I haven't tested it yet - but it's build on our normal PPA so it should just work!
EDIT: it's built, here are the dependencies that it needs (taken care of automatically if you install from the PPA)
libavcodec56 (>= 6:11~beta1) | libavcodec-extra-56 (>= 6:11~beta1), libavformat56 (>= 6:11~beta1), libavresample2 (>= 6:11~beta1), libavutil54 (>= 6:11~beta1), libboost-filesystem1.55.0, libboost-program-options1.55.0, libboost-system1.55.0, libboost-thread1.55.0, libbulletcollision2.82, libc6 (>= 2.14), libgcc1 (>= 1:4.1.1), libgl1-mesa-glx | libgl1, liblinearmath2.82, libmyguiengine3debian1 (>= 3.2.2), libopenal1 (>= 1.14), libopenscenegraph100, libopenthreads20, libsdl2-2.0-0 (>= 2.0.0), libstdc++6 (>= 4.9), libswscale3 (>= 6:11~beta1), libtinyxml2.6.2
tomorrow the libtxc-dxtn-s2tc0 library will be added to the default install as well.
https://launchpad.net/~openmw/+archive/ ... penmw-osg/
it should pull in all the correct dependencies. I haven't tested it yet - but it's build on our normal PPA so it should just work!
EDIT: it's built, here are the dependencies that it needs (taken care of automatically if you install from the PPA)
libavcodec56 (>= 6:11~beta1) | libavcodec-extra-56 (>= 6:11~beta1), libavformat56 (>= 6:11~beta1), libavresample2 (>= 6:11~beta1), libavutil54 (>= 6:11~beta1), libboost-filesystem1.55.0, libboost-program-options1.55.0, libboost-system1.55.0, libboost-thread1.55.0, libbulletcollision2.82, libc6 (>= 2.14), libgcc1 (>= 1:4.1.1), libgl1-mesa-glx | libgl1, liblinearmath2.82, libmyguiengine3debian1 (>= 3.2.2), libopenal1 (>= 1.14), libopenscenegraph100, libopenthreads20, libsdl2-2.0-0 (>= 2.0.0), libstdc++6 (>= 4.9), libswscale3 (>= 6:11~beta1), libtinyxml2.6.2
tomorrow the libtxc-dxtn-s2tc0 library will be added to the default install as well.
Last edited by maqifrnswa on 10 Jun 2015, 00:27, edited 1 time in total.
Re: OpenSceneGraph port now playable
You know you've got the OSG branch if you've cloned or added scrawls fork as a remote, and then checked out his osg branch.DocClox wrote:Silly Question: how do I know if I got the source for the OSG branch or not?
Sorry to have to ask. I know my way around most of the software you're using for OpenMW, but I've never had to get to grips with git and it remains a little opaque.
Only reason I ask is that I'm not seeing any noticeable improvements. Or differences of any kind, really. Which would be fine, but if I'm going to call this a test, then I probably ought to know which version I just built
Otherwise you're running the Ogre version.
So something like:
Code: Select all
$ git clone git://github.com/scrawl/openmw.git
$ cd openmw
$ git checkout osg
Code: Select all
$ git clone git://github.com/OpenMW/openmw.git
$ cd openmw
$ git remote add scrawl git://github.com/scrawl/openmw.git
$ git fetch scrawl
$ git checkout scrawl/osg