Manually built OpenMW from gitlab because the official repo stopped working for me after a BIOS update. Turns out I built 0.48.0. Either way, I've been having some artefacting issues. Here's a screengrab: https://gfycat.com/coolmeagerladybird
Anyone know what's causing this?
Specs (please don't laugh):
Intel i5-4300Y
2x4GB DDR3 1600Mhz
No dedicated GPU
OpenMW 0.48.0 Artefacting
- psi29a
- Posts: 5360
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW 0.48.0 Artefacting
Updating your bios should not cause that to happen, likely it was package updates that happened before you rebooted to update your bios.
Wrong or missing symbols indicates that you have libraries installed from Ubuntu and not from our ppa.
Glad you were able to build latest, so that's cool.
Integrated graphics aren't the best. Have you tried tuning some of the settings with the launcher like shadows and lighting to try to get rid of the artefacting?
It almost seems like it's a hardware problem.
To help diagnose what could be the problem, try disabling everything and start enabling one thing at a time until the problem starts appearing.
Wrong or missing symbols indicates that you have libraries installed from Ubuntu and not from our ppa.
Glad you were able to build latest, so that's cool.
Integrated graphics aren't the best. Have you tried tuning some of the settings with the launcher like shadows and lighting to try to get rid of the artefacting?
It almost seems like it's a hardware problem.
To help diagnose what could be the problem, try disabling everything and start enabling one thing at a time until the problem starts appearing.
-
- Posts: 5
- Joined: 07 Jun 2022, 20:30
Re: OpenMW 0.48.0 Artefacting
Yeah I'm poor rn so no dedicated GPU for a while.
I monkeyed around with it just now and tried every combination of shader and shadow near far computation methods and the artefacting seems to have been fixed with compatibility shaders and SNFCM set to primitives. Very odd considering the previous version didn't display any artefacting using the legacy shaders.
FPS has also improved by 2-10!
And yeah, very well could be a hardware problem. Dell 7139 had issues with excessive throttling, plus this one's a refurb. I did some mods to it that should have dealt with the throttling though so maybe the i5-4300Y is just too shit for OpenMW to run passably.
- AnyOldName3
- Posts: 2672
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.48.0 Artefacting
Setting
compute scene bounds
back to bounds
should give you some performance back and won't bring the artefacting back. It only changes how things are done on the CPU, and it's clearly either the GPU or GPU driver producing the problem.-
- Posts: 5
- Joined: 07 Jun 2022, 20:30
Re: OpenMW 0.48.0 Artefacting
Weirdly enough it still seems to cause very intermittent artefacting when set toAnyOldName3 wrote: ↑13 Jun 2022, 19:55 Settingcompute scene bounds
back tobounds
should give you some performance back and won't bring the artefacting back. It only changes how things are done on the CPU, and it's clearly either the GPU or GPU driver producing the problem.
bounds
. Only like one or two over the course of a few hours, but having it set to primitives
has none in the same timeframe. Would have to run formal trials to confirm that though. Either way, it didn't improve performance or worsen it aside from the extremely infrequent artefacts.