Port Telvannis OpenMW Performance

Type: 

Issue

Severity: 

Normal

Game version: 

OpenMW

Concerns: 

TR_Mainland

Merged into: 

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

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?)

Moving around in Port

LordInsane's picture

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,

Rot's picture

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,

LordInsane's picture

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

Rot's picture
Ah I was assuming that the lower scale was making the mesh collide with the NPCs inside but it seems that's not quite how it works. Don't these NPCs also cause significant slowdown in the original engine? But I agree, beyond this it's on OpenMW's end.