Type:
Issue
Severity:
Normal
Game version:
OpenMW
Concerns:
TR_Mainland
Related Release File:
Found in Version:
Status:
Fixed for Version:
Description:
The reason for the poor performance in Port Telvannis with OpenMW is that most of the slaves are being stuck in the slave pod doors and thus are causing an insane amount of physics calculations each second. A simple fix for this is to move the slaves further away from the doors.
Comments
Isn't this fixed in openMW?
Isn't this fixed in openMW? Does the issue still happen in the ongoing version? Otherwise there's no point doing anything here, not that moving NPCs is an issue but even the next numbered version openMW 0.42 should be out before TR's next release. edit: yes it's been fixed months ago
It's not exactly fixed, as
It's not exactly fixed, as such, per my testing and the comments of others. OpenMW with the ongoing version still has a considerable slow-down in Port Telvannis compared to Morrowind, and keeping the slaves from getting stuck significantly alleviates it on the order of two-digit FPS increases, but it is better than the stable release of 0.41 even while the slaves are untouched, to the point that it won't be an issue for some.
In that case could anyone
In that case could anyone give coordinates (GetPos and SetPos X Y Z in the console) that don't generate the issue in oMW, assuming that's possible? I can't run oMW myself to check, NPCs make me crash,
If the NPCs need to be moved to specific values in the TR files: the CS doesn't show NPC coordinates but they can be hex edited or edited in tes3cmd.
tr_m1_s_timacus: by the time
tr_m1_s_timacus: by the time he is reached (his idle movement visibly results in his position being unstable), GetPos gets 353325.687500, 140342.156250, 1619.59068. SetPos X 353257, Y 140297 leaves him in equilibrium. I have not been able to test my way to improvements with positioning the other slaves yet, but moving around Timacus as so resulted in an immediate and lasting FPS increase throughout the area roughly equivalent to that of outright disabling a nearby Telvanni guard.
EDIT: Hopefully someone with a better feel for what causes issues can take a look...
Thanks, it should also be
Thanks, it should also be possible to disable idle animations in individual NPC AI if needed (the special ones that have NPCs lean forward might affect collision?)
tr_m1_s_timacus moved to
tr_m1_s_timacus moved to these coordinates
and other slaves pushed backwards likewise, is there any improvement in openmw? (internal TR_Mainland)
Moving around in Port
Moving around in Port Telvannis: using the 1609 TR_Mainland.esm, my framerate in OpenMW 0.42 (the most recent now-daily release) moves between slightly above 4 to slightly above 6, tending towards the lower bound, using the internal TR_Mainland.esp my framerate moves between around 5 and around 8.5, trending around 6. There definitely seems to be improvement.
Doesn't seem like much,
Doesn't seem like much, though having now seen the situation I wouldn't be surprised if the sheer amount of NPCs is to blame.
I've also noticed the pods are scaled down to 0.85. A perhaps easier way to check exaclty how much impact the slaves' collision is having would be to use console "SetScale 1" (or more) on all the pods.
It may not seem like much,
It may not seem like much, but it feels noticeable in-play. The sheer amount of NPCs (in particular in that specific spot) is likely a larger contributing factor (every disabled NPC in that area, whether they are in a slave-pod or standing on the platform, increases FPS), but it would be harder for you to work with than this was, and may honestly not be worth it (OpenMW will continue to optimize, a strong enough computer can already alleviate it from comments I've seen from others, and it is an OpenMW issue, so not something that applies to everyone).
Using the latest TR_Mainland.esp (should I test it using 1609 TR_Mainland.esm?), SetScale 1 had no noticeable effect on frame-rate, SetScale 1.5 dropped me down to around 2-3 fps after several pods.
Ah I was assuming that the
For what it's worth (OpenMW
For what it's worth (OpenMW as well, and not on a very powerful computer), I've encountered small slowdowns around that area but nothing serious - to the point where I rarely notice it. When I did notice it once, though, I did an ra in the console and it seemed to fix it (but there may be no correlations - as I said when I do notice some slowdown it's usually for a split second or so, and rarely). That's with 1709.