How long should I put of playing Morrowind and wait for them to have proper multicore support?
I even created a thread on reddit and jesus, people are already getting triggered as fuck over there. For some reason a few people over there think that multi-threading is equal to proper multicore support. Idk why they are getting so angry at me …
Have you played Morrowind with that one mod (which IIRC is optional as part of the overhaul mod packet) which expands towns like Seyda Neen and other places?
The performance is absolutetly horrible in those places. Sub 30 fps easily.
Though I didnt use openmw, but multithreading only gives marginal fps boost.
Leo Bailey
I use some lightweight town mods as part of my regular loadorder They still bog down fps to 20+ in some cells And yet I keep them on My favorite food is feces with a side of dick
Carson Thompson
Actually admitting going to reddit, you're not very bright are you? Here is a hint, leave that part out next time
Joseph Bell
It's because of a collision bug.
Blake Morgan
Thanks for the advice, Hitler. But I am not afraid. If anything I would be glad if someone went over to reddit and talked some sense into the 2 zelots who are hellbent on proving the world how multi-threading is somehow equal to multi-core support.
But I guess that kinda proved how openmw will never get that, which is kinda sad. Morrowind really needs some better performance, especially for all these nice town mods.
Juan Wood
Performance with v0.39 is already quite a bit better than vanilla and modded Morrowind for me. I also thought that multi-core support has long ago been included, weren't there images showing that multiple cores were addressed by OpenMW?
Furthermore, it should be 64-bit so that's great as well.
Another reason for OpenMW not hitting 1.0 yet might have to do with that implementing the final functions are hard to get working, it may also be a lack of time to work on it. Perhaps now Summer's here, work on OpenMW (and hundreds of other open source projects across the web) will pick up until September.
Jason Diaz
I'm all ears, please do explain.
Michael Barnes
Apparently some objects constantly collide at such a high rate that it slows down the entire cell.
Aiden Howard
Actually, apart from the physics bug performance is better than the original engine at this point.
Don't forget no loading screens either.
William Roberts
I haven't really followed openmw's development at all.
is that a thing? no loading screens?
Can I just use openmw and expect full mod support? Is there any reason to not play morrowind with openmw?
I thought morrowind doesn't really have a physics engine. At least not in the same sense as skyrim and oblivion.
Cameron Flores
What.
Jacob Cooper
Yup. Todd Howard couldn't do it but the power of FLOSS could.
It's expected that not all of the quirks of the original scripting system have been recreated fully, so the hackier script mods won't be expected to work right, and the physics bug is that performance drops heavily when there are lots of objects in an area, so that'd rule out things like Sotha Sil Expanded (even if it weren't for the scripting stuff in it), but other than that, go for it.
Brayden Johnson
No loading screens. Look it up on the forums. The game just loads everything (well, up to a certain limit) dynamically.
Julian Garcia
What's the appeal of OpenMW anyways? Did they expose parts of the engine so you can mod combat to not suck?
Asher Miller
Now we just need to script doors and trapdoors for a near-complete natural transition.
Jayden Bennett
Oh. You mean the collision bug is only a thing with openmw? I do not know that, but you seem to imply it.
But man, no loading screens sound awesome. Cities should still have them, no?
I remember a skyrim mod which had the city "cell" in the same instance as the rest of the world and tbh … not a good idea. Really dropped performance.
If you mean the skill based miss-chance in Morrowind, then there is already a mod for that, pleb
Isaiah Gray
But the performance sucks?
Camden Reyes
It detects the positions of meshes relative to each other. Sometimes when one mesh enters another the game doesn't understand what's happening so it slows to a crawl trying to calculate it.
It actually has better mod support than the original engine. So much so that it actually breaks some mods because they needed to come up with ways around the limitations bethesda built into the engine.
They're also working pretty hard at making the construction set even better than the original.
It's a completely new engine that runs morrowind. You can also make your own game if you want.
Grayson Barnes
How did I miss your post?
Anyway really? 64-bit is already in? That is AWESOME!
But I thought it only had limited multi-threading and didn't make proper use of all the cores? Are the redditfags right?
Hello devs.
Should I start my playthrough of openmw right now or should I wait?
Joshua Bell
user, can you guess what "Open" might mean in this context?
Morrowind doesn't separate cities out like that in the first place.
Apart from the bug with the physics, no. See the forums - benchmarking has been done showing higher framerates in OpenMW than in Gamebryo/"Creation" as of about six months ago, if I remember correctly.
William Bell
It's a compilation flag, user. That giant issue that causes all the crashes and limitations in Bethesda's games is literally just a matter of ticking a box when compiling the source code.
This is the kind of shit that proprietary software holds us back from.
FLOSS
Brody Bell
I was thinking about Vivec actually, but technically those islands are giant rooms, so fair enough, friend.
Brandon Bennett
I don't mean that. I mean how the entire combat system is shit that needs to be thrown out and completely redone in a way that actually feels like fighting and not like bouncing against/dancing sideways in front of an enemy while swinging as fast as possible at them.
Adam Smith
You need to go back
Charles Williams
I don't see why you shouldn't start now, it;s mostly feature complete however past version 1.00 they plan on adding physics and other good shit to it.
Sebastian Baker
It means you'd have to recompile the whole god damn engine unless the specific thing you want to mod is EXPOSED to script.
Brandon Long
Multi core? On a 15 year old game?
Asher Stewart
If you're just looking for Morrowind, yeah. Giant, script heavy modern mods like Sotha Sil Expanded (or just any depending on the engine hack script extender) likely will not work properly, and no post-1.0 features like overhauling any gameplay systems have been started on, but as far as just playing Morrowind goes, it's all but ready right now; all of the gameplay is reimplemented, Gamebryo/'Creation" bugs have been fixed, and the base game has been tested successfully all over.
Huh. Well good thing such exposure is a design goal, then.
Nolan Powell
It's more likely than you think!
Benjamin Cooper
Is it that easy? Huh, I hope when and if they remaster skyrim that they will include 64 bit support there as well.
I remember a similar instance of copyright fucking us over, when I researched binaural sound technology and found out that older unreal games actually had pretty fucking amazing almost binaural level of 3D sound.
But then a company bought up the rights and restricted all modern games from using that technology and now we are stuck with this.
Actual physics? I hope it doesn't affect the fps too much. Or since morrowind wasn't designed for that to have items randomely clip out of the room and such.
So I guess now really is the time to start.
[spoiler]Not sure I want to play as a dunmer spellsword type character or a half-naked (like vivec) demi-god mage. [/spoiler]
And Morrowind Overhaul should work together with that as well, right?
Grayson King
...
Matthew Taylor
I've tested v.0.39 with MGSO and only a few bugs were that I could catch thus far, including the rocks using a fake version of bumpmaps so they're plastic-looking (easily fixed by replacing these textures with your own favorite ones) and a few floating items. I can only assume it's similar for Morrowind Overhaul.
Still, the most superior option really is building your own mod list and installing each manually and adjusting to your own liking.
Ayden Davis
The power of FLOSS and also the hardware demands that can eventually come when you're overhauling a fifteen year old game to modern graphical standards, etc
MGSO? That whole convoluted installation process of keylogging your computer and taking over the mouse to install a set of engine hacks for you won't work, and neither will the engine hacks themselves that are really the most game-changing part of it, but all the actual content of MGSO will work fine.
Just keep in mind that MGSO is kinda shit in a few places. Bizarre things like half of the Daedric armor pieces being recolored and half of them not, and nix hounds having fucking Half-Life zombie sounds.
Jackson Long
When I do that I usually spend days just modding the game and losing the will to play.
explain the FLOSS meme to me please, I feel left out
Fugg. So I guess I really have to put some effort into modding the game.
Luis Reyes
Oh, Free (Libre) Open Source Software.
Jordan Rodriguez
...
Jose James
I would like to calmly remind everyone that openmw 1.0 target is an engine that is vanilla replaceable – this is the current goal. This doesn't not include performance. Development will not end at 1.0 and moving to "performance enhancement" features is on the way. Shortly followed by more mod support.
Actually openmw does have a physics engine and its the bullet middleware. (Morrowind also has a primitive physics system, btw, but its no 'Havok'). Bullet can be a 'havok' and when things defined as the static type in an esp [STAT] (anything that is not part of the landscape, like crates, or walls). It tries to do calculations to try 'fix' the statics positions when an intersection is detected (force the statics away from their collision mesh), but can not, since its not permitted. Its an oversight on the backburner, because Zini hasn't made a plan to cope. Its not a simple fix, as the direct method involves fooling with bullet's source and altering the type STAT would mean that you could walk through castle walls and fall through bridges. The nuclear option is to completely unwrite bullet out of the picture and seek or create a replacement.
Yes, its easy. The reason they didn't ship 64 bit is because they want to maintain 32 bit capability and not ship 2 binaries. Keep in mind that bethesda targets xbox/360/one and not PC, despite the mod tools support.
Luke King
But they will add 64 bit support if they remaster Skyrim. R-right, g-guys?
Isaac Price
I'm waiting until tamriel rebuilt and openMW work together to put another bajillion hours in to Morrowind personally. Also goddamn Some Morrowind VR support and 2 player co-op would be super cool.
Nathan Ortiz
Good one user
Lucas Stewart
Why don't you just get really really close to the screen?
Jason Allen
The fuck you talking about? Multithreading is multicore, or at least it should be unless your OS isn't shit and your CPU allows it. It's up to the OS to schedule threads in each core, not to the program.
Maybe if you were more specific as to what the hell you mean with "multithreading is not multicore", people wouldn't get so mad. You mean arbitrary number of threads for potentially infinite core scaling? Because that shit's so difficult I doubt the OpenMW devs want to put up with that bullshit. Not even Unreal has that, if I am not mistaken.
Oliver Hill
I think I was wrong tbh, because I only read old forum posts about openmw, where multi-threading was unoptimized as fuck and was only used very limited.
Also I did not know that openmw used 64 bit architecture.
Kayden Kelly
Tamriel Rebuilt is just a normal plugin, user. OpenMW's supported loading plugins for as long as it's supported loading the base game.
You have absolutely no fucking idea what you are talking about. You can't just run a bunch of shit in different threads and have it work you shit-smeared mouth breather.
Carson Butler
Its a german meme similar to the navy seals copypasta.
mfw
Nicholas Rodriguez
Does it need multi-core support, I thought the main issue was to do with models in scenes being unbatched especially actors who are like a whole load of different skinned objects and unoptimized shaders, it does perform very poorly, I mean you know it's a problem when Fallout 4 performs better at max.
We're getting distant land support next, I just hope it's actually good unlike the MGEXE version, although that would require people build LODs for distant objects, which can actually be automated by code.
and for the love of god give me some fucking optimization
Jack Rodriguez
You could just load extra cells. I managed to load the entirety of Vvardenfell and still got a silky smooth 3fps.
Levi Brown
You could do much better though, the MGEXE distant lands is horribly cobbled together because the system can't handle proper LODs.
unless you are talking about just increasing view distance in which case, how? I honestly get into single digits going past 2 cells.
Brayden Edwards
I meant I fiddled with the config for openmw and got every cell loaded at once. It was completely unplayable but I could see forever.
Aiden Cox
I said I upped it to 2 cells and got to single digit fps, what kind of GPU do you have?
Jaxson Kelly
Have any pictures to post?
Ryan Taylor
jesus christ.jpg
Angel Barnes
A mediocre one. I wasn't able to get a screenshot the one time I tried it because my pc sounded like a goat being castrated and it crashed after a minute.
If you dig through the openmw forum you can see another guy who did that and survived long enough to take pics.
Thomas Brooks
Until open morrowind came about i believed there was nothing more autistic than a pokemon breeder
how foolish i was back then
David Myers
From what I understand TR's work arounds cause issue with openMW cause openMW isn't a broken engine.