2026-06-07T00:45:48 @greatness7 Are you using your fork or the occlusion culling thing? My FPS in Morrowind + MGEXE + UF + MCP (just those) is 54 when looking down? 2026-06-07T00:46:15 Also the cubes move differently in OpenMW, they are organized. 2026-06-07T00:46:30 In Morrowind they more randomly, looks fun. 2026-06-07T00:46:34 G7 about to complain about NotRandom flag 2026-06-07T00:46:52 That's a separate bug in OMW (I already reported it long ago). And yea, MW without the PR I linked applied has really low FPS there. 2026-06-07T00:47:39 (I use latest MWSE update). 2026-06-07T00:48:12 The PR is still open, not merged. You can try it here if you want. 2026-06-07T00:48:12 https://cdn.discordapp.com/attachments/260443767482482688/1512981468345794681/MWSE.zip?ex=6a26114b&is=6a24bfcb&hm=c265b10f5d35ec7e682d99a40d3e64d5e4cc6b0694fe484c93eb018c17c1be0c& 2026-06-07T00:48:33 Cool 2026-06-07T00:49:06 I see that in the MWSE channel. 2026-06-07T00:52:20 I wasn't thinking of it when making that test cell, but it is a great showcase of the NotRandom bug 😄 2026-06-07T00:52:36 https://cdn.discordapp.com/attachments/909403841676574720/1512982557669720186/2026-06-06_20-51-45.mp4?ex=6a26124f&is=6a24c0cf&hm=cfb14f74ef8e5b644e2b2e4f585bbbe8c12ae79bed1c7d4e0c8255d7f053f7a0& 2026-06-07T00:53:30 Yeah why is this missing, there's so much potential here :angery: 2026-06-07T00:55:13 Can see in my clip OMW seems to perform worse here. But probably has nothing to do with the bounding sphere stuff. 2026-06-07T00:57:56 Frametime is f*cked in MW.exe too. 2026-06-07T00:58:11 But FPS is 330-345. 2026-06-07T00:59:00 So frametime not good at all. 2026-06-07T00:59:24 Now onto the case that really matters. 2026-06-07T01:01:01 I wonder what this test would look like with notrandom supported, good test case when the time comes. 2026-06-07T01:03:13 The fall fail-safe is annoying in Morrowind. 2026-06-07T01:03:21 coc "The Garden, Corpse Fields" is where i did more real-world testing 2026-06-07T01:03:37 Prevents me from moving around with TCL. 2026-06-07T01:04:33 <𝓜𝓲𝓻𝓮𝓷𝓮𝔂𝓮> Could divide poly be GPU computed and perhaps massively parallelized with some good maths? Actually I don't know if there's a problem there to fix.. Is this displaying some edge case scenario where these functions go a bit crazy? 2026-06-07T01:05:27 https://cdn.discordapp.com/attachments/909403841676574720/1512985677292245004/2026-06-06_21-04-07.mp4?ex=6a261537&is=6a24c3b7&hm=4372a96415c05ea5273a7c0c187b3c8ba396e22dd0eaed911be42a02e346d4ec& Here's that cell in both engines on my machine. 2026-06-07T01:23:30 It's generating the navmesh for NPC navigation, so the data needs to be available on the CPU. In the best case, it takes a couple of frames for data generated on the GPU to make it to the CPU, so involving the GPU if anything CPU-side cares about the results either means a few frames of latency or really poor performance. It probably wouldn't be the end of the world if NPCs take some time to notice their route is 2026-06-07T01:23:30 no longer viable, but then easier options are available like just not bothering to update more than a bit of it each frame. 2026-06-07T01:35:17 Depending on where you look in the mod's cell focus update can raise to 1ms pretty quickly. 2026-06-07T01:38:13 Frametime is so much worse in that cell, its not even funny. 2026-06-07T01:38:41 Navigator has worse impact here but even without it frametime is still bad. 2026-06-07T01:42:18 Using 1 cell view distance, my FPS is above 100 still. 2026-06-07T01:42:34 But the frametime is unforgivable. 2026-06-07T01:44:49 What is the update rate of F3 profiler's FPS? 2026-06-07T01:45:11 I want to give MSI the same thing so its more precise. 2026-06-07T01:49:33 Well one funny thing is my PC's fan noise. 2026-06-07T01:49:58 They take a break when looking at certain spots. 2026-06-07T01:50:15 I made them a bit more aggressive because of room temperature. 2026-06-07T01:57:11 Are those corpses hand-placed, the way they are placed looks neat. 2026-06-07T01:57:35 But why is there so many. 2026-06-07T01:57:41 Wtf happened there. 2026-06-07T02:07:41 That mod has the coolest cell design. 😄 2026-06-07T02:09:40 Looks like a stress test in a way. 2026-06-07T03:38:16 Summarized here: https://gitlab.com/OpenMW/openmw/-/work_items/9131 2026-06-07T03:38:38 Barely shows anything. 2026-06-07T03:39:10 But its somewhere to keep record of things so they don't get lost. 2026-06-07T03:45:55 When going down/exploring the cell (its a very large cell), focus update jumps to ~3ms. 2026-06-07T07:44:00 ok so this is the most janky, fucked up thing but it does work and it's for fun. https://gitlab.com/modding-openmw/the-skeleton-key/-/tree/hackyRumble you need to build openmw with this https://gitlab.com/modding-openmw/the-skeleton-key/-/blob/hackyRumble/vibration.patch from here you can fill this out 2026-06-07T07:44:00 https://gitlab.com/modding-openmw/the-skeleton-key/-/blob/hackyRumble/composeApp/src/jvmMain/resources/process_rules.toml I just tested it using the Tailing IPC. I have full rumble support, if an npc attacks me which is [[rules]] pattern = "body hit" rumble = "0.5f, 0.5f, 500" it works lol this is obviously a stupid way to do it, but its fun to mess with. I'm working on the lua mod to do this properly. 2026-06-07T09:00:32 If you want to profile main thread bottlenecks, disable navigator. The functions on the top don't affect main thread unless you have CPU used at 100% in all cores. 2026-06-07T09:03:35 It's normal situation. Generating navmesh takes a lot of CPU but does not affect frame time on CPU with multiple cores because it happens in background threads with lower priority. 2026-06-07T09:29:06 Help with what? 2026-06-07T09:43:25 That was in reply to the assumption that navigator is a good amount of what is affecting performance in the cell based on the profiling screenshot above, but with Navigator off it was the same bad frametime. 2026-06-07T09:43:48 (It doesn't affect it that much). 2026-06-07T09:47:36 Why do you have this assumption? 2026-06-07T10:22:03 I didn't have that assumption, read the above chat. 2026-06-07T10:29:18 Why did anyone have this assumption? https://discord.com/channels/260439894298460160/260443767482482688/1512958225270571048 just shows that CPU generates navmesh not necessarily affecting frame time. What affects frame time should be done by profiling main thread (not necessarily CPU because it can wait on mutexes not loading CPU). https://discord.com/channels/260439894298460160/260443767482482688/1512959287750823966 just 2026-06-07T10:29:19 confirms that CPU is mostly generating navmesh. What is the connection between that and disabling navigator in attempt to improve performance is unclear to me. 2026-06-07T13:06:32 *** ChanServ sets mode: +v OpenMW-bridge 2026-06-07T13:08:29 *** ChanServ sets mode: +v OpenMW-bridge 2026-06-07T15:45:42 Would adding an optional gameplay setting "NPCs can open doors" be out of the scope of OpenMW? I'm not talking about cell doors, just normal ones. This would prevent non-companion NPCs getting stuck walking into doors 2026-06-07T15:47:35 Out of scope, yes 2026-06-07T16:14:40 Not necessarily something we don't want to work, but it'd have to be via a Lua mod rather than part of the engine. 2026-06-07T16:21:45 Huh, can't they already open doors though? That's vanilla behavior. 2026-06-07T16:31:27 They can in combat 2026-06-07T16:33:26 Can they really? Even in combat I have NPCs just running into doors 2026-06-07T18:11:43 Wandering actors can already open doors 2026-06-07T18:13:19 Anything that goes through pathfinding attempts opening doors 2026-06-07T18:13:28 what is this discussion :sadcat: 2026-06-07T18:14:10 oh, wait, wander is specifically the one thing that can't 2026-06-07T18:14:24 everything else can 2026-06-07T19:00:41 Yep, I am constantly seeing wandering NPCs walking into doors in interiors until they eventually wander somewhere else. Having NPCs be able to open doors while wandering would be nice. In combat I was confusing doors with gates. 2026-06-07T19:07:03 I think it's this way so that they can't just walk away from the room 2026-06-07T19:50:32 Wondering actors can go into quite a few paths they shouldn't in interiors. 2026-06-07T19:50:48 Letting them unlock them helps the player cheese the game too. 2026-06-07T19:51:09 (Which can be fine :scarytodd: ) 2026-06-07T20:02:35 wouldn't it be better to just cancel the actor's current path if it would require opening a door?