Grass Mods Question

Post » Sat May 28, 2011 1:17 pm

Do any body know what is the requirements to use one of them I head it lags your game like hell.
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Keeley Stevens
 
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Post » Sat May 28, 2011 7:29 am

Grass (even non-animated grass) is a big demand on your hardware.
My laptop is only a year old, and it cannot handle it. Although I have a poor video card.

(Even my PC struggles with grass sometimes.)

If your laptop is older, or has an integrated video card, then you likely cannot use grass and keep playable FPS.
But there's no harm in testing it out to see what happens.
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Jessica Raven
 
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Post » Sat May 28, 2011 1:21 pm

Grass (even non-animated grass) is a big demand on your hardware.
My laptop is only a year old, and it cannot handle it. Although I have a poor video card.

(Even my PC struggles with grass sometimes.)

If your laptop is older, or has an integrated video card, then you likely cannot use grass and keep playable FPS.
But there's no harm in testing it out to see what happens.

Tested it and my Laptop literally fall to it's knees a measly ten FPS LOL :biggrin:
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Charleigh Anderson
 
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Post » Sat May 28, 2011 9:33 am

I think someone should do a grass mod lite. I find that grass mods add too much of the stuff everywhere often obscuring creatures and enemies to the point of frustration as well as rendering ground textures obsolete. A little grass here and there can really add to the look of the game but most are overkill. The grass thrown around by the Skyrim mod is far more sparse and not too taxing for FPS either. I hope someone comes up with a similar method for putting grass in Vvardenfell and the mainland as introduced by Tamriel Rebuilt.
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claire ley
 
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Post » Sat May 28, 2011 4:33 am

I think someone should do a grass mod lite. I find that grass mods add too much of the stuff everywhere often obscuring creatures and enemies to the point of frustration as well as rendering ground textures obsolete. A little grass here and there can really add to the look of the game but most are overkill. The grass thrown around by the Skyrim mod is far more sparse and not too taxing for FPS either. I hope someone comes up with a similar method for putting grass in Vvardenfell and the mainland as introduced by Tamriel Rebuilt.


There's this mod to the grass mod, that replaces the thicker grass with Morrowind's default, more sparse grass. I've had it downloaded for ages and never got around to trying it out...
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7906
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Brιonα Renae
 
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Post » Sat May 28, 2011 5:28 pm

I think someone should do a grass mod lite. I find that grass mods add too much of the stuff everywhere often obscuring creatures and enemies to the point of frustration as well as rendering ground textures obsolete. A little grass here and there can really add to the look of the game but most are overkill. The grass thrown around by the Skyrim mod is far more sparse and not too taxing for FPS either. I hope someone comes up with a similar method for putting grass in Vvardenfell and the mainland as introduced by Tamriel Rebuilt.

That's the reason why I set the grass to only 10-20% in MGE
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David Chambers
 
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Post » Sat May 28, 2011 11:54 am

I haven't attempted MGE, I'm waiting for voodoo/GEM. I don't know if it will have a similar feature, I'll have to ask peacheykeen.
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Tanya
 
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Post » Sat May 28, 2011 6:17 pm

I haven't attempted MGE, I'm waiting for voodoo/GEM.

They are not trying to so the same things.
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Sandeep Khatkar
 
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Post » Sat May 28, 2011 8:21 am

Distant land, shaders, MWSE combined...pretty close to the same things, some things are different which is the reason for their being a different project sure, but those are the main things with MGE and GEM... as far as grass goes I can't say which is why I said I would have to talk to peachykeen.

In fact...
What’s the difference between MGE and Voodoo/Gem?

MGE was designed as a Morrowind-specific shader system, and has been developed over the course of several years by a number of developers (myself included). While an excellent and innovative project, the code has suffered over time, as most does.

Gem is intended as a faster, more stable and cleaner re-imagining of the MGE concept.

Without MGE, I wouldn’t be involved in this and Voodoo would not exist. It certainly deserves a tip of the hat. :foodndrink:

Voodoo/Gem is faster than MGE. It will be more configurable, and turning a feature off will actually mean it gets turned off and has no FPS hit (something not guaranteed in recent MGE builds).

Gem provides a powerful shader system, taking advantage of the full syntax of the Cg language. MGE uses a subset of the HLSL language (there is no practical difference between Cg and HLSL, except that HLSL is DirectX-specific). Gem does not make use of archaic magic names, like MGE’s “texture thisframe;” and similar; instead it uses proper annotations to allow shaders to reference textures as needed. This allows shaders to access not only Gem’s textures, but to use game-loaded texture or create their own.

Gem will use a two-target rendering system to provide depth information to shaders (the color and depth buffers will be drawn simultaneously by a single shader). MGE caches renders and redraws them, causing a significant speed hit and memory increase. On systems not capable of using multiple render-targets (very old cards), Gem will fall back to a two-pass render method.

Gem uses a shader system spanning multiple games, and even graphics APIs (Voodoo works with both DirectX and OpenGL). A single target is provided to developers and artists; this means any shader written for Voodoo/Gem will function in all Voodoo-supported games. Having more games supports means a bit more work, but it also means more people testing the system and writing shaders for it. There’s no reason for MGE, OBGE and NWShader to all use different systems for the same thing (the Voodoo project was born from the fact that I was fed up with the little incompatibilities).

Voodoo also opens a new family of effects, using the shader-based render-to-texture system. Shaders can create or modify game textures on the fly, making overlays or reactive environments a very real possibility. I’ve only started playing with some of these effects, but they allow for such things as dynamic raindrops on the screen, world textures reacting to the player or scripts, or even letting the player paint a picture ingame.

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Lori Joe
 
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Post » Sat May 28, 2011 6:50 pm

I think someone should do a grass mod lite.


What for? You just set the grass density in MGE, it's there for a reason. If you generate grass at 100% it's gonna be very demanding and yes it will cover most of the ground, so if that's annoying or taxing for the computer you turn it down.
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Oscar Vazquez
 
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Post » Sat May 28, 2011 2:30 pm

@SamirA
ooops. sorry. I misread you. I thought you meant "waiting for OpenMorrowind"
I just now remembered what voodoo/Gem is.

sorry for any confusion and thread derail. :)
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OTTO
 
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Post » Sat May 28, 2011 4:36 am

What for? You just set the grass density in MGE, it's there for a reason. If you generate grass at 100% it's gonna be very demanding and yes it will cover most of the ground, so if that's annoying or taxing for the computer you turn it down.


It helps if you read the rest of the posts in the thread vurt :whistling:

I wasn't aware MGE had such a feature until yesterday as I don't use MGE nor do I plan to as I am waiting on voodoo/GEM if gem has this feature then I will be using your grass once again and setting it's density down.
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Zualett
 
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