Forsythe on 13/6/2002 at 20:40
He just hangs out here hoping for Dragons, methinks. ;)
(No, I don't want to know what he wants to do with them... :erm:)
oRGy on 13/6/2002 at 22:18
very impressive screenshots! can't believe how close in the fog is by default. can't believe the netimmerse doesn't have any decent occlusion or LOD system either. S'pretty shoddy. And I can't tell you if the utility is working on my system because I don't have morrowind ;)
But wow, knowing I can use that when I eventually do get the game makes me very happy, well done. :)
Any more before/after screenshots you could post (vivec?)? Whats the hit on the framerate like? And can you do further than double distance?
This has the oRGy Seal of Approval I reckon. :D
-Edit-
I suspect you will get more downloads and comment if you label and promote your tool as something like this:
"DOUBLE YOUR MORROWIND VIEW DISTANCE!"
and post up lots of before/after screenshots to make people drool. MW FPS optimiser sounds like some dinky but not important ini tool. ;) IMO.
astasenko on 14/6/2002 at 06:04
oRGY, thanx for the idea (about DOUBLE MW DIST) (i'll use it when it will be working on most systems)
but I've to disapoint you in somewhat: of couse u can SET Render Distance near infinity but the game do not respond on it (u see the game loads world sector by sector, so u probably can't see more that just one sector at one time (for now i do not know how to "avoid" this restriction))
and perfomance impact is "terrible" (about 2 times low) on my Duron 650.
(probably P4 or Athlons XP will be better).
i'll post more screenshots on my site ((
www.morrowind.nm.ru)) soon
P.S. I've probably fixed problems with Win2000 (and maybe WinXP) in version 0.3.
ambrosiad on 14/6/2002 at 07:40
i was surprised that this program actually worked, dont expect 50 fps but it more or less does what its suppossed to do. i look forward to future versions
Demiurg on 14/6/2002 at 08:38
Quote:
Originally posted by ambrosiad i was surprised that this program actually worked, dont expect 50 fps but it more or less does what its suppossed to do. i look forward to future versions But how do you get it to work? I'd appreciate a step-by-step guide for doubling the render distance. I've tried several times, but nothing happens.
Tuco on 14/6/2002 at 11:57
Demi, I'm saying that if MW had a good LoD bias, the game makers themselves wouldn't have given it such a close clip plane, but rather what the program on this thread has allowed, and much larger...
I've seen complicated objects in Serious Sam from about Vivec to.... Balmora. Seriously.
Scrooge on 14/6/2002 at 12:18
Concerning view distance vs performance, the ressources needed to render a given scene is more likely in O(r²) where r is the view radius:
To simplify, consider you see a perfectly flat landcape, made of polygones of equal size.
(say your polygon is 1m².). You see indeed a cercle made of Pi*r*r polygones.
That is, your view complexity is O(r²), which means when your view radius doubles, the number of polygones is multipliyed by 4, and the performance divided by 4.
Now it is a pure theoritical representation : All the work of the graphic engines out there is to make "the visibility determination" as efficient as possible, to pass to the renderer only the required polygon to display instead of all landscape.
The most efficient in this game is indeed the Serious Engine, not really because Object LOD,(characters, bots) which is now widespread since Unreal 1, but because of World LOD: building ,landscapes, mountains, have a variable polycount depending on the distance to the viewer.
To the extreme, the newly Matrox Parhelia-512 has a hardware LOD (called Progressive mesh something) which is apllied on Displacement Maps only. Those ones are used to generate, among other things, landscapes (what a surprise).
Even this apparently cursed Morrowind Engine has a LOD system, even if not that visible...
Make the following experiment: face a wall while your are in exterior. You obtain that way the maximum framerate possible. What do you obtain ? 100fps like UT or Q3 ?
No ! much more around 25fps, right?.
Q3 or UT are mainly indoor engines, which relies on precompiled optimizations, such as BSP. So a 500m² level weight about 10MB, but this requires little processor power while in game, so you can obtain 100fps.
Now imagine Morrowind rebuild has a UT level, it would weight tons ot terabytes.
In the contrary, Serious Sam and Morrowind use a rendering on-the-fly technique, which is a heavy CPU task on visibility determination, all the more that there is almost only portals/LOD available as optimization techniques.
The added difficulty to Morrowind engine compared to the Serious one is (apart a much more detailed world) an almost-continuous loading system. Look at Dungeon Siege, you are 25fps at best as well...
Conclusion: we need a Dual P IV 2Gz for Morrowind. (alternatively, a Displacement Map version for Parhelia).
Tuco on 14/6/2002 at 13:19
Don't tell me MW doesn't have load times(and I know you didn't, Scrooge). Me and my blinding boots of speed spent more time loading on my 1ghz machine than running while we were traveling =D
Simple thing:
MW doesn't do its job.
(BTW, if MW has an LoD bias engine, it doesn't affect the polygons. The models are just as 'detailed' at 30 yards as they are at 1, as found out by running it in wireframe mode)
The 'Near continuous' loading bullshit that MW gives, means that A: you don't get good FPS, and B: unless you're standing still, you'll be given a small, 5-10 second load time...
Scrooge on 14/6/2002 at 14:55
No, MW do not have load times ! compare to Serious Sam at least.
In Serious Sam, every level fits in memory from the start (textures, some precalaculation concerning shadowmaps...etc) so it is certainly much easier to manage than continuous or semi-continuous loading, architecture wise.
By the way, this is the job of NetImmerse: it is a meta-engine linking objects of the world in a most abtrait and generic way. The graphic part itself has nothing to do with NetImerse, but is Bethesda in-house engine.
Even if you have a famous "loading exterior", or simple freeze between "cells" in the game, the transition is blurry: you still see part of the next cell, NPC travels from cells to another... and the loading never occurs at the same place exactly.
Serious Engine runing MW would require sort of "event horizon" mechanism, implemented always in the same place (door, portal, gateway, Stargate :) allowing to cut this part of the world to the other in the most artificial way. If you know Undying, you know what it means.
I agree that MW should have implemented more sophisticated graphic part... you said that LOD is not present, that's pity but it can be improved (as I said, it was not the job of NetImerse) as Bethesda have done the gaphic engine.
Some Serious Code should be usefull there.... :cheeky:
Demiurg on 14/6/2002 at 16:57
Quote:
Originally posted by Tuco I've seen complicated objects in Serious Sam from about Vivec to.... Balmora. Seriously. I know Tuco - I've played SS too. Just tried to be somewhat ironic somewhat unsuccessfully.
I guess it's the age old question about the half full or half empty glass.
Oh, and the prog works now. I tried it with the NO-CD.EXE that is on astasenko's site and voilá. Doubled render distance looks awesome but hits my fps too much. Will experiment to find a nice tradeoff between looks and performance. Nice work!