Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
Sisah
Posts: 67
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 13 Jun 2020, 16:18

Just updated OpenMW and gl4es which fix gles2 fog with more than 8x view distance, so shaders are not needed and it may save fps or two. Also some more raping of Vtastek's awesome work (just added some configs to helpsettings.glsl).
https://www.mediafire.com/file/u4b1csv4 ... w.zip/file

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

Re: Android part 2

Post by Laicus » 13 Jun 2020, 16:51

Sisah wrote:
13 Jun 2020, 16:18
Just updated OpenMW and gl4es which fix gles2 fog with more than 8x view distance, so shaders are not needed and it may save fps or two.
The fps has increased very significantly! Thank you very much!

Sisah
Posts: 67
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 13 Jun 2020, 17:21

Thanks go to ptitSeb (creator of gl4es) he fixed it.

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

Re: Android part 2

Post by Laicus » 13 Jun 2020, 17:34

Sisah wrote:
13 Jun 2020, 17:21
Thanks go to ptitSeb (creator of gl4es) he fixed it.
Yes, he's just a superman, I don't remember such a performance boost for all the time I've been using openmw (since 2018), it's some kind of magic! But thank you very much, too, for your builds and for adding a lot of interesting features to them.

DarkSpectre
Posts: 7
Joined: 11 May 2020, 06:58

Re: Android part 2

Post by DarkSpectre » 15 Jun 2020, 08:41

Sisah wrote:
13 Jun 2020, 17:21
Thanks go to ptitSeb (creator of gl4es) he fixed it.
I'm still getting the same problems as before: frequent CTD's and white screens. Reverting to an older version.

reddragon72
Posts: 58
Joined: 06 Apr 2019, 20:11

Re: Android part 2

Post by reddragon72 » 15 Jun 2020, 21:42

Sisah wrote:
13 Jun 2020, 16:18
Just updated OpenMW and gl4es which fix gles2 fog with more than 8x view distance, so shaders are not needed and it may save fps or two. Also some more raping of Vtastek's awesome work (just added some configs to helpsettings.glsl).
https://www.mediafire.com/file/u4b1csv4 ... w.zip/file

so I just loaded this up on my LG V40. i turned on distant terrain and can see Vivic from a rock top outside of Sayde Neen. I am holding around 9-14fps.
That is a HUGE improvement over the playstore build! As before it would run at 1 FPS. What is the difference?

Sisah
Posts: 67
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 16 Jun 2020, 08:33

Its object paging merge request from bzzt.

reddragon72
Posts: 58
Joined: 06 Apr 2019, 20:11

Re: Android part 2

Post by reddragon72 » 16 Jun 2020, 21:52

Sisah wrote:
16 Jun 2020, 08:33
Its object paging merge request from bzzt.
Good deal.

i noticed the file says .47.... is this based on the non released .47 nightly?

i am worried about saved game and rolling backwards as I play the same character between my phone and my PC.

Thanks

Sisah
Posts: 67
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 17 Jun 2020, 06:02

Yes, it nightly, so saves from this cant be loaded by older versions.

reddragon72
Posts: 58
Joined: 06 Apr 2019, 20:11

Re: Android part 2

Post by reddragon72 » 17 Jun 2020, 14:17

Sisah wrote:
17 Jun 2020, 06:02
Yes, it nightly, so saves from this cant be loaded by older versions.
Is there a .46 release laying around? The one on the playstore was last updated June of last year.

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