I tried Morrowind Optimization Patch a while ago and didn't notice any difference in performance. I have retextured pretty much everything in my game so I can't use Project Atlas, and if given the choice between a texture pack with no normal maps but with an atlas like Tyddy's vs a texture pack with normal maps but no atlas like Lysol's, I will always choose the latter. In a perfect world all modders would have moved on to OpenMW already and stopped making mods for the original game. In my opinion optimizing vanilla assets is not the way forward for Morrowind, though I appreciate why people want to do it.
Followers of shadows, the day has come!
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Re: Followers of shadows, the day has come!
- Mistahtokyo
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Re: Followers of shadows, the day has come!
I don't suppose the clusters could be combined into one larger mesh? Though at that point it'd be better to have a proper grass system in place.AnyOldName3 wrote: ↑12 Mar 2019, 16:34 Fairly big - usually each cluster of grass is its own drawable, and the number of drawables is directly correlated with the number of draw calls, and we already do far more draw calls than we'd like.
Re: Followers of shadows, the day has come!
But you can use the bat files to generate texture atlases from whatever textures you have. Normals too, if you tweak the bat scripts.mistermoonshine wrote: ↑12 Mar 2019, 17:53 I have retextured pretty much everything in my game so I can't use Project Atlas, and if given the choice between a texture pack with no normal maps but with an atlas like Tyddy's vs a texture pack with normal maps but no atlas like Lysol's, I will always choose the latter.
Also, DaggerfallTeam has made normals for Tyddy’s atlases, though I can’t vouch for them.
- AnyOldName3
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Re: Followers of shadows, the day has come!
We're looking into ways of batching things automatically. Before we get that sorted out (there are reasons why it may get very complicated), manually joining things into one mesh is a valid approach, but it'll have the disadvantage that the whole combined mesh will have to share the same eight lights, so it won't look quite as good. This is something you just have to put up with in MGE XE grass mods, though, so it's not the end of the world.Mistahtokyo wrote: ↑12 Mar 2019, 21:17I don't suppose the clusters could be combined into one larger mesh? Though at that point it'd be better to have a proper grass system in place.AnyOldName3 wrote: ↑12 Mar 2019, 16:34 Fairly big - usually each cluster of grass is its own drawable, and the number of drawables is directly correlated with the number of draw calls, and we already do far more draw calls than we'd like.
Re: Followers of shadows, the day has come!
You guys are incredible.
I'm checking every day for .45, even though .44 is the best MW experience I've ever had.
Thank you, thank you, awesome team. This is the coolest project ever.
I'm checking every day for .45, even though .44 is the best MW experience I've ever had.
Thank you, thank you, awesome team. This is the coolest project ever.
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Re: Followers of shadows, the day has come!
I had a look but it wouldn't work for me, the bat file didn't do anything even though I have ImageMagick installed.
So does that mean native OpenMW grass won't be able to cast shadows? The FPS with MGE grass mods loaded in OpenMW actually isn't too bad, it can get as low as 30 FPS in certain areas but is usually around 60. But then again I'm on a 1080 Ti and Ryzen 7 2700X. However when I enable shadows my FPS drop to 10 It's unfortunate because it looks really good, even without ambient occlusion it can look better than MGE XE in the right lighting.AnyOldName3 wrote: ↑13 Mar 2019, 02:18 We're looking into ways of batching things automatically. Before we get that sorted out (there are reasons why it may get very complicated), manually joining things into one mesh is a valid approach, but it'll have the disadvantage that the whole combined mesh will have to share the same eight lights, so it won't look quite as good. This is something you just have to put up with in MGE XE grass mods, though, so it's not the end of the world.
- Mistahtokyo
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Re: Followers of shadows, the day has come!
Even if the batch file works, some replacers' (Lysol's) normal maps cannot be converted by simply using the batch file. Since there are some height maps mixed in you end up with odd errors.
What I do is use Atlas for everything except what is covered by Lysol's replacers. Most other things already have properly atlased normal maps. If you use Arkitektora textures those all have atlased normal maps.
What I do is use Atlas for everything except what is covered by Lysol's replacers. Most other things already have properly atlased normal maps. If you use Arkitektora textures those all have atlased normal maps.
- AnyOldName3
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Re: Followers of shadows, the day has come!
Batched meshes will be able to cast shadows. That's not something you're going to need to worry about.So does that mean native OpenMW grass won't be able to cast shadows?
Re: Followers of shadows, the day has come!
Wow, the video is awesome. I've also juts become a patreon thanks to itmistermoonshine wrote: ↑12 Mar 2019, 01:34 I made a short video to show off the shadows with some graphics mods.
https://www.youtube.com/watch?v=Dtmjve8iE58
I pushed OpenMW to the absolute limit with this setup, it was quite a challenge to get recordable footage because of the extremely low average framerate, but I think it turned out okay. Good job dev team.
Re: Followers of shadows, the day has come!
This is getting off the point a bit, but is it still possible to have (eventual) grass collision with the player when batched?AnyOldName3 wrote: ↑13 Mar 2019, 14:50Batched meshes will be able to cast shadows. That's not something you're going to need to worry about.