2026-03-19T01:47:33 ye 2026-03-19T01:48:23 And I thought that was the reason classic falloff is stupid. 2026-03-19T01:48:57 Because it needs every light radius to be enormous to work. 2026-03-19T01:49:39 I thought Capo worked it out to something like hundreds of meters 2026-03-19T01:49:59 right which means light culling doesn't actually exist 2026-03-19T01:50:08 every light effects everything 2026-03-19T01:50:13 And it won't even look nice unless they were also getting occluded by shadows 2026-03-19T01:52:45 If there's evidence of any other game using that "realistic" vanilla falloff I don't know about it 2026-03-19T01:54:34 iirc, morrowind.exe primarily uses inverse linear (1/x) falloff. which WOULD be physically wrong, but it does the calculations in gamma-compressed sRGB, so in terms of physical photons coming out of your monitor, it's more like (1/(x^2.2)) falloff. 2026-03-19T01:57:18 "physically correct" falloff in terms of individual photons is 1/(x^2). 2026-03-19T02:01:08 Did you have the number for how big a (for example) a "64" radius light would have to be? 2026-03-19T02:06:13 no idea 2026-03-19T02:06:30 modern games makes lights fade out after X units and make it controllable on a per-light basis separately from how bright the light is 2026-03-19T02:09:10 i'm just gonna turn the light bounds multiilier into a radius multiplier 2026-03-19T02:09:31 and if you want old look you stick to compatibility mode 2026-03-19T02:12:56 Sounds good 2026-03-19T15:15:58 Anyone have any advice with Rafael's shaders? I just installed it for the first time and I'm noting in places like in the Ald'Ruhn manor district light sources get stronger/weaker as I move around. Like if I stand still the lights are static, but if I start walking towards lights they will start glowing stronger. I tried enabling unlimited light distance but it didn't change anything 2026-03-19T15:30:34 Example, see how the lights just pop-in? 2026-03-19T15:30:35 https://cdn.discordapp.com/attachments/718892786157617163/1484212491608129577/Openmw_0.50.0_2026.03.19_-_11.30.07.03.mp4?ex=69bd6819&is=69bc1699&hm=153085f7961d1e5b6b8f889417289fd3516f3163d059839847103c05165b242b& 2026-03-19T15:32:07 <.hemaris> what have you got your light limit set to? in the in-game settings, in the Lights tab 2026-03-19T15:32:53 https://cdn.discordapp.com/attachments/718892786157617163/1484213069570637965/image.png?ex=69bd68a3&is=69bc1723&hm=3487051495229cde5523d29eaf9527c6724bc77e263f902f92bb34516d3505b8& 2026-03-19T15:33:31 <.hemaris> okay. does this also happen in other cells? or just Ald'Ruhn, Under-Skar 2026-03-19T15:34:19 <.hemaris> i ask because that particular interior uses a single omegahuge mesh for the whole building, which means it is in range of every single light in the cell 2026-03-19T15:35:08 <.hemaris> and i haven't counted, but it seems like there a lot of added lights in there from your modlist. like, potentially over 64 2026-03-19T15:35:42 Isn't that just post processing light glow? 2026-03-19T15:36:14 IIRC Rafael's light glow has bad pop-in 2026-03-19T15:36:19 when the cell hits the light limit this pop-in things starts happening with post processing shaders. i guess that the lights stop getting taken into account 2026-03-19T15:36:45 that ald skar cell probably has more than 64 lights in it 2026-03-19T15:36:51 Try Zesterer's light glow 2026-03-19T15:37:06 It works better than Rafael's. 2026-03-19T15:37:08 openmw doesnt have mesh light limits iirc 2026-03-19T15:37:21 the pop in will happen with zesterer’s too, though 2026-03-19T15:37:29 <.hemaris> yes it does, it's set to 64 right there in the screenshot 2026-03-19T15:37:30 Not this bad 2026-03-19T15:37:42 We do have the limit, it just tends to be higher. 2026-03-19T15:37:48 It didn't happen in places where Rafael's did jave pop-im for me. 2026-03-19T15:38:47 ok maybe im getting something wrong 2026-03-19T15:39:10 All lights in that room work, from a glance its post processing light glow. 2026-03-19T15:40:12 Its limit IIRC is 54 lights btw. 2026-03-19T15:40:29 And it doesn't do the same order as regular IIRC? 2026-03-19T15:41:18 At least it has some sort of culling in comparison to regular lights. 2026-03-19T15:43:10 I'm reading through the chat, I see lots of interesting information here. I looked at Zesterer's shaders, would it be possible to use Zesters light glow with Rafael shaders? I see the mods are structured different with Rafaels using post processing & Zesterer's overrides core shaders 2026-03-19T15:43:23 Try it. 2026-03-19T15:43:37 Disable Rafael's first. 2026-03-19T15:43:42 Its optional 2026-03-19T15:48:57 Instead of that, you can also play with the light glow settings. 2026-03-19T15:49:06 The radius...etc. 2026-03-19T15:49:22 There should be some configurables to that effect. 2026-03-19T15:50:24 yeah, for less noticeable pop-in you can make the point glow smaller 2026-03-19T15:50:47 although i personally do like the huge glow orbs around lights 2026-03-19T15:59:01 Wait its actually lower than that? https://gitlab.com/OpenMW/openmw/-/merge_requests/1928/diffs#e951911d0825d7245612cb63a08558a69b705073 2026-03-19T16:00:49 What was limited to 54 then...Why is that number in my head 2026-03-19T16:02:56 @Good Eye Is there a reason sMaxPPLights is set to 40 and not at least higher or closer to regular lights Max Lights? 2026-03-19T16:03:45 Was it for performance? 2026-03-19T16:03:46 it's just a uniform array so there is a limit in size 2026-03-19T16:04:19 <.hemaris> One Thousand Point Glows 2026-03-19T16:05:34 well with clustered there is indeed a buffer of every single light...but i'll leave that as a task to use that buffer instead of the compatibiltiy one for someone else :todd: 2026-03-19T16:05:44 well almost, it's frustum culled 2026-03-19T16:11:17 <.hemaris> annoying feature that nobody would actually enjoy request: point glows from lights outside the frustum remain visible and make it hard to see through the glare 2026-03-19T16:11:48 <.hemaris> "it's just like not being able to see shit under bad lighting conditions in real life!" 2026-03-19T16:12:38 you can already do that with Lua binding 2026-03-19T16:14:25 or I guess we can just expose all the lights with its own buffer, anyways seperate task 2026-03-19T16:16:01 <.hemaris> mod of the year material for the darkness mods fandom 2026-03-19T18:20:55 hey, im returning back to this once again, maybe ill try to vibe-port this to current openmw, what is "my 0.47 pbr" - it has that horizon style grass sway? Can you share a link? 2026-03-19T18:35:56 mge one is this one? 2026-03-19T18:35:56 https://cdn.discordapp.com/attachments/718892786157617163/1484259139461976064/XE_Mod_Grass.fx?ex=69bd938b&is=69bc420b&hm=815ce5e48544bc60fb6efc110988d4332216f615e1f044064ab993ff00d1c658& 2026-03-19T18:35:59 i got it from rafaels grass 2026-03-19T18:36:22 reading it it doesnt really look like it will do the thing from that video you posted, but im not sure, its just simpler than i expected 2026-03-19T18:39:52 @vtastek there's barely any difference between grass shader in there and in current openmw, grass vertex shader that is, im quite sure it will not look like the video you shared 2026-03-19T18:39:55 im so confused 2026-03-19T18:39:58 can you elaborate? 2026-03-19T19:19:02 I mean try it? πŸ˜„ 2026-03-19T19:31:06 well... 2026-03-19T19:31:19 i was trying to vibe port mge shaders and now it crashes 2026-03-19T19:31:50 https://cdn.discordapp.com/attachments/718892786157617163/1484273208034201690/2026-03-19_22-31-21.mp4?ex=69bda0a5&is=69bc4f25&hm=da413bbc3feb450cf1623ee288ddec8dc7dcdbafcac5b889f408a65226007488& 2026-03-19T19:32:18 thats mge, right? 2026-03-19T19:32:21 yes. 2026-03-19T19:32:38 needs some position randomization. 2026-03-19T19:33:04 this looks different though, or am i crazy? 2026-03-19T19:46:03 https://github.com/liammellofarley/openmw_terrainnormals This is what I did to enable the terrain normal map blending, I'm assuming the reason something like this hasn't been done before is because I'm not doing any normalization afterwards? With how bad the normal maps for terrain in post are now I think even if they break sometimes this is an improvement. I just set it to write all normal maps instead of just the 2026-03-19T19:46:04 last normal map and then changed the terrain blend func to make it so you the blend averages instead of additively stacking. The normal blending should be fine without that but it lets you boost opacity in terrain.frag based on the heightmap to do a really simple heightmap blend, in vanilla it makes things brighter if you do that because of the additive blend. 2026-03-19T19:47:48 It blends as stupiddly for normals as you'd expect but for stuff like wetworld the weird blend area normals still look better than the vertex normals imo 2026-03-19T19:47:49 https://cdn.discordapp.com/attachments/718892786157617163/1484277229591466115/screenshot2739.png?ex=69bda464&is=69bc52e4&hm=eef0f9f916545cc1cf30314674d0d0c3db33215f33975bd4397585ee5170ed5e& 2026-03-19T19:47:49 https://cdn.discordapp.com/attachments/718892786157617163/1484277230296105150/screenshot2738.png?ex=69bda464&is=69bc52e4&hm=0358d694c0f021c75cabb953aca5a5b31db2271607a56cba6b7441c2cfad14ef& 2026-03-19T19:47:50 https://cdn.discordapp.com/attachments/718892786157617163/1484277230979907775/screenshot2737.png?ex=69bda464&is=69bc52e4&hm=ddcbdc60453236e6d1f877e3bd4b31f5f2329b6cee9067d65e887799a144c831& 2026-03-19T19:50:54 how do i test this bloody thing, maybe im dumb but its impossible to google anything these bloody days, how to i invoke a stormy weather in a cell, or is there a cell wehre i can coc and where its always stormy? 2026-03-19T19:52:49 Oh I was doing this recently gimme one sec 2026-03-19T19:53:41 https://en.uesp.net/wiki/Morrowind_Mod:ChangeWeather it's just this console command and then whatever region you're in eg: "Ascadian Isles" or whatever for Vivec say. 2026-03-19T19:57:08 amazing, works, you're a saviour 2026-03-19T19:57:59 I spent so long using devilish weather to do this bc my first attempt was to just right setweather -> rainy and then gave up when it didn't work lol 2026-03-19T20:01:48 needs a little tweaking to be better. float gtime = time * 0.5 + 1000 * bnoise(worldpos.x + worldpos.y + 0.001 * time); float fi = 0.5; float cg = 16.14; float bi = 16.0; 2026-03-19T20:02:28 distant land on/off triggers shaders recompilcation in MGE. you can setup a macro for it through mgexegui. 2026-03-19T20:03:41 <.hemaris> the only tricky thing about that command is that you have to use the region ID, which is sometimes a string you've never seen in-game. like when you go to a wilderness cell and it says "Molag Amur" in the corner of the screen, you have to write Changeweather "Molag Mar Region" x 2026-03-19T20:03:43 https://cdn.discordapp.com/attachments/718892786157617163/1484281233797021817/image.png?ex=69bda81e&is=69bc569e&hm=7c64f1e7136afe7bcd50d35910505fb866801188bdb24baa21d100f8ace90094& 2026-03-19T20:03:47 10/10 best grass sway ever 2026-03-19T20:05:18 This looks like it changes the blending behavior for everything, not good 2026-03-19T20:05:47 ... yes 2026-03-19T20:05:51 https://cdn.discordapp.com/attachments/718892786157617163/1484281769170829352/image.png?ex=69bda89e&is=69bc571e&hm=59832d770002ffa41919848d4b0b741ddb646cafa053cb01d8a2a0d98cedfd8e& 2026-03-19T21:18:38 well in short they look like crazy alien tentacles rn, and also those harmonics that MGE shader does - i dont understand the math 2026-03-19T21:19:13 Im considering of rolling out my own grass sway, it not that difficult tbh 2026-03-19T22:10:26 fi? cg?? bi??? 2026-03-19T22:10:46 me neither. πŸ˜„ 2026-03-19T22:13:01 we back boys 2026-03-19T22:13:02 https://cdn.discordapp.com/attachments/718892786157617163/1484313774931443834/screenshot006.png?ex=69bdc66d&is=69bc74ed&hm=7c5bd15c018ae002e88556b3137351a0cd5083c718ddf72f5d1455bcd4bf49c0& 2026-03-19T22:13:29 mac os users will cry, but oh well 2026-03-19T22:14:36 show me light heatmap 2026-03-19T22:14:48 how 2026-03-19T22:15:27 how do they do it? just add 1s in loop? 2026-03-19T22:16:18 I have unlimited lights in MGE but light heatmap will look bad I am sure. 2026-03-19T22:18:56 huh? it would be the same in mge 2026-03-19T22:19:10 it's based on frustum not any objects in scene 2026-03-19T22:22:09 https://cdn.discordapp.com/attachments/718892786157617163/1484316071153500310/screenshot007.png?ex=69bdc890&is=69bc7710&hm=8f191ed43b9db946e0767d12123aff0ba9a6ffb3ed7245c94d0f6445c8e79616& 2026-03-19T22:22:42 :datchim: 2026-03-19T22:27:20 that looks really interesting. 2026-03-19T22:48:39 21 lights are all bound. 2026-03-19T22:48:39 https://cdn.discordapp.com/attachments/718892786157617163/1484322740843581500/Morrowind_2026-03-20_01.48.07.036.png?ex=69bdcec6&is=69bc7d46&hm=3b537c3804797918aa98c7ca92a6819853b399bf7fc8aa0527ee13c5c23e96ad& 2026-03-19T22:49:14 https://cdn.discordapp.com/attachments/718892786157617163/1484322888344403969/5a03be47a1b7b.png?ex=69bdcee9&is=69bc7d69&hm=834cda543718fd93bfba8f3230d73d6484317a2a51293483acd74561e86827e6& 2026-03-19T22:51:39 https://cdn.discordapp.com/attachments/718892786157617163/1484323496065765516/an3cyh.png?ex=69bdcf7a&is=69bc7dfa&hm=731ffdcce7c865810fd3b5eb5fb22a5e21f845941572c65b7d0b1c6a05ab79d7& 2026-03-19T22:55:38 like don't you need to bind to an object afterall? 2026-03-19T22:56:05 I understand the frustum binning part. 2026-03-19T22:56:56 <.hemaris> this is a health hazard. i am NOT hydrated enough to safely shed the amount of tears this calls for 2026-03-19T23:15:20 sad because it needs opengl 4.3 2026-03-19T23:15:29 4.1 has no compute shaders πŸ˜₯ 2026-03-19T23:18:02 I have a build but I feel like there's compilation errors on windows 2026-03-19T23:18:13 anyone wanna volunteer to check it out and try and build 2026-03-19T23:18:52 wait that is clustered? it doesn't make sense, why are some objects not shaded? 2026-03-19T23:20:55 no, just brute force. 2026-03-19T23:21:03 I have to go clustered. 2026-03-19T23:21:04 I also just went ahead and removed LightModel and rely on sun ambient like we should, so that's one less piece of FFP state 2026-03-19T23:21:06 oh 2026-03-19T23:21:16 well I just copy-pasted the binning shaders 😁 2026-03-19T23:21:44 I have to do it without compute πŸ˜„ 2026-03-19T23:22:04 openmw probably should to for compatibility but I don't feel like it 2026-03-19T23:22:29 I added frustum culling CPU side, i beleive it's necassary 2026-03-19T23:23:50 something something simd 2026-03-19T23:23:57 hello 2026-03-19T23:24:09 sorry I have no way to build on windows, I opened a draft 2026-03-19T23:24:46 Oh cool 2026-03-19T23:27:24 I mean translating it to C++ is easy part, but making it just as fast is the hard part. obviously the culling bit since you only need to do the clusters once per view and then again if fov/screen res changes, etc... 2026-03-19T23:59:44 oh uh 2026-03-19T23:59:51 looks like the builds failed?