Port Telvannis OpenMW Performance

Type: 

Issue

Severity: 

Normal

Game version: 

OpenMW

Concerns: 

TR_Mainland

Found in Version: 

Status: 

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

It's not exactly fixed, as

LordInsane's picture

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

Rot's picture

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

LordInsane's picture

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

Rot's picture

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?)