OpenMW is an on-going open source project, that is a game engine intended to replace the one for Morrowind. It's been fully playable for about a year or two, with performance being on-par with the Direct3D 7 original sans mods, at least on my AMD GPU. Currently, I believe it's OpenGL 2.0 via OpenSceneGraph, so performance could be much better for NVidia than AMD cards.
It also has a working multiplayer mod, with quite a bit being synced already, so it's very playable.
Their homepage: http://openmw.org/en/
Source: https://github.com/OpenMW/openmw
Multiplayer mod: https://www.reddit.com/r/tes3mp/
OpenMW
Forum rules
before posting new topic check if it's exist. modding depends from amount of potential users who will use the mod, not popular games will be ignored
before posting new topic check if it's exist. modding depends from amount of potential users who will use the mod, not popular games will be ignored
- Author
- Message
-
Offline
- Posts: 1
- Joined: 12 Dec 2017, 08:48
Re: OpenMW
Internal post processing and shader manipulation is already partly possible.
Post processing: https://forum.openmw.org/viewtopic.php?t=4425
Shader example: https://forum.openmw.org/viewtopic.php?f=6&t=2905
No need for ENB.
Post processing: https://forum.openmw.org/viewtopic.php?t=4425
Shader example: https://forum.openmw.org/viewtopic.php?f=6&t=2905
No need for ENB.
-
Offline
- Posts: 5
- Joined: 11 Mar 2014, 07:23
Re: OpenMW
It's true that OpenMW supports post processing and shaders without the hacks ENB is forced to use. In this case OpenMW would benefit not from Boris the hacker, but Boris the graphics master. There are few people who work with OpenMW that have shader expertise, and none as skilled as Boris. And he can use his mastery of visuals and performance far more directly than any other project.
Every aspect of the engine is open source, every line of code can be seen and rewritten if needed. It's all there on GitHub, and now also on GitLab. Whether it's through forking or being directly integrated into the master branch, anybody can make changes as they see fit. No more face palming engine limitations and slipshod coding, no need to work around "Bugthesda's" mistakes. If there is something in the engine that makes you unhappy, it can be changed.
I have only contributed personally through testing and reporting bugs, but it is so satisfying to see those bugs fixed right at the engine level.
I don't know if Boris has seen OpenMW, but I would be interested to know what he thinks of it.
Every aspect of the engine is open source, every line of code can be seen and rewritten if needed. It's all there on GitHub, and now also on GitLab. Whether it's through forking or being directly integrated into the master branch, anybody can make changes as they see fit. No more face palming engine limitations and slipshod coding, no need to work around "Bugthesda's" mistakes. If there is something in the engine that makes you unhappy, it can be changed.
I have only contributed personally through testing and reporting bugs, but it is so satisfying to see those bugs fixed right at the engine level.
I don't know if Boris has seen OpenMW, but I would be interested to know what he thinks of it.