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38 thoughts on “OpenMW 0.47.0 Release Announcement”
  1. Hey! We hope that you have/had fun with this video and the new OpenMW version!
    Please note: YouTube's video processing introduces visual artefacts all over the place. That's why it is recommended to watch this video in 4K, even on a 1080p screen. — If your internet connection allows it, of course.

  2. I can't find a list of hotkeys anywhere & they got a 3,000 word essay on how to use their search function. Instead of the tens of thousands of objects in the game being split up into categories they're all simply in one list. Statics, activators, spells, enchantments, creatures, levelled lists, npcs, lights, weapons, armor, body parts, meshes, textures, misc items, ingredients, potions, doors, containers, clothing, books & apparatus all in the same goddamn list!!! WHY!?! All the controls are different, some changes make sense but I can't even find a control scheme for the software anywhere. Control D does not double objects, I know that…

  3. This is honestly more exciting than Skywind. I think Skywind will be cool in its own way, but it will never replace the original, which is why OpenMW is so exciting.

  4. I just want to clarify something;

    The light limit in Morrowind and Skyrim, while likely originating from the same hard-coded limits in the game engine, existed for vastly different reasons. Morrowind used a fixed-function system meaning that more lights was just straight up not possible. In Skyrim the issue was that the cost associated with additional lights was so astronomical as to basically be broken beyond a certain point. This was later fixed by moving to a different lighting model with Fallout 4. It's one of the few changes that is seemingly unshared between Skyrim Special Edition and Fallout 4. That's the TL;DR of it. For the whole story, keep reading.

    Morrowind utilized an engine used by a variety of games during this time. It made perfect sense for Bethesda to utilize a third party engine instead of an inhouse one, given that they were still at the time a small, indebted studio. The engine is called NetImmerse and was actually designed for MMOs. It's why Morrowind seems so much, to a modern player, like an old-school MMO in game design. It basically was, from an engine standpoint. The reason for picking NetImmerse was likely just based on favorable licensing terms and fees. I'd imagine Bethesda got a semi-exclusive license to the engine, as they basically forked it and utilize that same fork to this day, even if calling it by a different name. What's worth noting is that, at this time, programmable GPUs were literally not a thing. All GPUs utilized fixed-function pipelines, and the ones that NVidia were about to release that didn't, were never a design consideration for the NetImmerse engine. So it utilized fixed-function pipelines for everything. This is surprisingly efficient, but imposes quite a few major restrictions. One of these was a light limit. On the GPU side, I could not imagine to explain to you the complexities of why and how this limit exists, but the software side restriction is likely fairly simple. The fixed function pipeline they utilized made an assumption about the number of lights present in the scene. This could be because it used an array lookup table, or something similar, but the fact is that the amount of lights was hard-coded from the get-go because things needed to be hard coded.

    This is vastly different from the issues faced in Skyrim, and likely even Oblivion. Once the move to shaders was fully completed, you now utilized shader-based methods of lighting an environment, and these were far more flexible. You could, if you asked the GPU to do so, draw as many lights as you wanted, all with shadows even! The issue was the way we rendered things at the time. See, lighting is actually the most complex part of rendering a game, or any scene for that matter. Calculated what color a light is, it's brightness, and where it should sign is surprisingly expensive. And if you're not using the even more surprisingly methods like raytracing, raycasting, or photon mapping, it's additionally unintuitive. The biggest problem, generally, that you will face is deciding what parts should be lit, and which parts should not be. The most straightforward approach to this is forward rendering. With forward rendering we simply draw things directly to our screen, and call it good. This is, generally, just fine. It does however create some major issues whenever we need to do any form of recursion, like post-processing effects. See, with forward rendering, it's hard to apply post-processing effects to anything but the whole image, and you have reduced flexibility with the post-processing effects in general, but especially with regards to effects not applied to the entire rendered image. Furthermore, all lighting must be done on a per-geometric basis. That means, every object must have it's own lighting calculation done separately from every other. This is inherently inefficient as you add lights, because as you increase geometric complexity, you also inherently increase the amount of lighting overhead.

    Step in Fallout 4, and the move to deferred rendering. See, deferred rendering solves this problem, and is now (even in raytraced rendering!) the standard. With good reason. Deferred rendering defers, hence the name, the rendering to your screen. It takes the geometry, and all the shaders applied to it, and then applies final passes before finally sending it to your screen. One of the key efficiencies added here is that lighting is now done, in batch, during the deferred stage of rendering. This means that your lighting complexity is now far less tied to geometric complexity, and can even be made to ignore certain irrelevant geometric details through things like z-passes and occlusion. Basically, we've chopped off a huge amount of work, with no major draw backs.

    There are of course, some major caveats to my explanation here. I'm conflating deferred lighting with deferred shading. Frankly, no game engines use deferred shading anymore and have all moved to deferred lighting because it is just frankly better. I also ignore the transparency problems introduced in deferred shading models, but that as well is basically a solved problem. I'm more-so focusing and explaining the reason for the light limits in these games, and why OpenMW skirts the problem.

    If you'd like to know more, there are plenty of explanations of the differences online, and various deep dives into the variety of rendering methods, engines, and pipelines. As a parting fun fact though; the most efficient lighting method, on a per-light basis, is actually ray tracing. Ray tracing is more efficient than rasterized rendering whenever there is more than one triangle in the same pixel. There is also a point at which the performance lost to added lights is more in a deferred lighting setup than in a ray traced setup. That point however is different depending on scene complexity.

  5. I've been wanting to create my own sandbox for a story I'm writing, using Morrowind as a basis for a year now. You guys working on a way for standalone games got me extremely excited! Definitely checking it out once it is completed. Thank you for all the hard work you do!!

  6. i had the itch to play morrowind again. Thought i'd check up on openmw to see if any updates happened since the last time i played and, lo and behold, 0.47.0! awesome work guys, it's always a treat to watch these videos.

  7. 0.47 is the first time i use OpenMW, and oh my god, it is absolutly fantastic, it blows me from my fukin chair what you have archieve with this engine, my Morrowind looks so dam good, it runs so smooth, all this normal maps, and parrallax, and water and distant view, the shadows and lights, it is incredible. When OpenMW has sometimes volumetric light and godrays it is absolutly perfect, and i think OpenMW can bring back many modders to Morrowind, OpenMW has reach a milestone with 0.47, you cant believe how im smiling when i play Morrowind with openMW, thank you for all your hard work, to bring Morrowind to a glory we have never seen before.

  8. Ok all of this looks amazing but the OpenMW Construction set being available to create stand alone games with the TES 3 sort of engine is so amazing to me, as someone who has always dabbled in game design and modmaking this is HUGE

  9. I've been playing the beta for months and seeing this video makes me glad you guys are keeping the nightlies updated, as I've been used to these features for what seems like forever now <3 the greyed out topics are the best!

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