zesterer / openmw-shaders

Photorealistic shaders for Morrowind
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Conflict- Frame Rate Drain with Remiros' ground Cover mod. #30

Closed nitroinferno closed 1 year ago

nitroinferno commented 1 year ago

Appears that Remiros' Ground Cover mod conflicts with the shaders within this mod. The groundcover gets an extremely darkened appearance and tanks framerate in nearby area. I tried all the shaders pre-config options except for Custom. screenshot016

Using latest Developmental OpenMW build - 3f6b33820a. Windows version.

Adding additional detail: This is not due to groundcover plug-ins activated. They are not activated. Just enabled in the config file.

Was also running Glassman's omwfx-shaders, and openmw-volumetric-clouds. System Specs: AMD Ryzen 7 5700G with Radeon Graphic 3.80 GHz, 16GB ram, GeForce 3060 Ti

zesterer commented 1 year ago

The darkened grass is a known asset issue that I've yet to look into further, but shall do.

Regarding the framerate 'tanking': how did you determine that the problem is the groundcover in particular? My shaders add various effects that would have an effect on the framerate independently of groundcover, so I don't see how you might have isolated the groundcover as the specific cause of this.

nitroinferno commented 1 year ago

Discovered it while walking around in areas of dense ground cover. For example the eggmine south of Balmora fps drops to single digits. Then I took my character flying upwards until ground cover rendering disappeared with ground still visible, framerate shot back to normal.

Saved a temp save file in area. Loaded back in without shaders -> framerate went back to roughly ~60fps.

Seems cities also put a big strain on framerate, such as balmora, but not as significant as the ground cover.

zesterer commented 1 year ago

I don't think this is necessarily indicative of anything other than that groundcover is inherently expensive, but I can look into it.

nitroinferno commented 1 year ago

Sounds likely. Do shaders give the leeway to disable application to certain assets, like ground cover? Could be a neat performance togglable option if so

zesterer commented 1 year ago

Not really, no. Shaders are not just a 'skin' applied on top of modern graphics: they are modern graphics. The days of shaders being optional are long gone.

Puppies-On-Acid commented 1 year ago

The dark grass can be mostly fixed by changing line 119 in groundcover_fragment.glsl from MAT_LEAF to MAT_DEFAULT

AbduSharif commented 1 year ago

Groundcover isn't expensive, unless you're loading it the wrong way, or your hardware doesn't handle high densities.

nitroinferno commented 1 year ago

Groundcover isn't expensive, unless you're loading it the wrong way, or your hardware doesn't handle high densities. Settings.cfg for groundcover: [Groundcover] enabled = true density = 0.3 min chunk size = 0.4 stomp mode = 2 stomp intensity = 2

OpenMW.cfg:

Vanilla Grass

groundcover=Rem_AC.esp groundcover=Rem_AI.esp groundcover=Rem_AL.esp groundcover=Rem_BC.esp groundcover=Rem_GL.esp groundcover=Rem_Solstheim.esp groundcover=Rem_WG.esp

TR Grass

groundcover=Rem_TR_AC.esp groundcover=Rem_TR_AI.esp groundcover=Rem_TR_AT.esp groundcover=Rem_TR_BC.esp groundcover=Rem_TR_GL.esp groundcover=Rem_TR_RR.esp groundcover=Rem_TR_WG.esp

TR Preview Grass

groundcover=Rem_TRp_AI.esp groundcover=Rem_TRp_AL.esp groundcover=Rem_TRp_AT.esp groundcover=Rem_TRp_BC.esp groundcover=Rem_TRp_GL.esp groundcover=Rem_TRp_GM.esp groundcover=Rem_TRp_RR.esp groundcover=Rem_TRp_Sol.esp groundcover=Rem_TRp_TV.esp groundcover=Rem_TRp_WG.esp

Ground cover is #36 in load order with: data="D:/Games/Mod.Organizer-2.4.4/mods/Remiros' Groundcover"

No other .esm or .esp files for ground cover under Content= section. This is the correct way to load it per https://modding-openmw.com/mods/remiros-groundcover/ as far as I can tell.

I followed exactly the following steps for installing the shader pack: Download the shader pack.

Locate your resources/ directory.

Copy the extracted shader pack into resources/ (make sure to back up anything that was in there before doing this, should something go wrong). This should result in the following directory structure:

resources/ |-- shaders/ | |-- config.glsl | '-- '-- README.md

Maybe my hardware is having a weird problem with high densities for some reason. I haven't fiddled with my Nvidia Control Panel default settings.

I'm going to reload the shaders with the MAT_DEFAULT on line 119 per above see if I notice anything different.

nitroinferno commented 1 year ago

Appears the framerate hit was combination of https://www.nexusmods.com/morrowind/mods/49771 compounded by framerate hit from this shader pack as discussed on front page and dense ground cover areas nearby.

Could not figure out how to fix dark grass. Solution from puppies-on-acid did not work, line 119 already had MAT_DEFAULT.

..Changing line 119 in groundcover_fragment.glsl from MAT_LEAF to MAT_DEFAULT..

AbduSharif commented 1 year ago

They said to change MAT_DEFAULT to MAT_LEAF, (MAT_DEFAULT is already there).

nitroinferno commented 1 year ago

They said to change MAT_DEFAULT to MAT_LEAF, (MAT_DEFAULT is already there).

Thanks! Worked great.