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Releases: Greatness7/MGE-XE

v0.21.0 beta

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@github-actions github-actions released this 08 Sep 10:17

Added

  • Camera-relative rendering, on by default. Fixes the jittering that was caused by float precision
    loss in areas far from the world origin, primarily in the Project Tamriel mods. (#20)
  • Distant statics now stream in and out as you travel instead of all loading at startup, so VRAM
    use no longer scales with the size of your mod list.
  • Grass rendering is new enabled in interiors. The interface now auto-detects interior grass mods. (#21)
  • The mgeXE.toml file now automatically updates itself to include new settings as they released.

Changed

  • Distant statics use about 23% less video memory and disk space.
  • Interiors with no name are ignored and no longer add their contents to the exterior world spaces.

Fixed

  • Fixed a (MGE XE UF) crash caused by reading one entry past the end of the distant object list.
  • Fixed a memory leak when loading textures that caused out-of-memory crashes on large installs.
  • Fixed malformed assets causing crashes or render incorrectly with indexed_skinning enabled.
  • Fixed distant land generation failing on mods that place cells very far from the world origin.
  • Fixed enabling per-pixel lighting not updating light attenuation values to Morrowind.ini.
  • Fixed several inherited (MGE XE) bugs related to water ripple logic.

v0.20.3 beta

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@github-actions github-actions released this 28 Aug 07:43

Fixed

  • Fixed some distant objects receiving incorrect vertex colors.

v0.20.2 beta

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@github-actions github-actions released this 27 Aug 05:47

Fixed

  • Fixed distant land generation and loading for non-English interior cell names.
  • Fixed handling of grass mods that place statics defined in a master file (such as Tamriel Data).

v0.20.1 beta

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@github-actions github-actions released this 26 Aug 04:51

Fixed

  • Reduced memory use while generating distant land, hopefully preventing crashes with very large mod lists (#3).
  • The configuration utility no longer fails to launch when ReShade is installed (#4).
  • The configuration utility no longer needs administrator rights to save display settings. (#8)
  • The configuration utility now detects groundcover mods that use grass only defined in master files. (#2)
  • Fixed sun shadow flickering at the bottom screen corners and at the cascade intersection. (#5)
  • Skinned meshes, such as the hanging banners in Vivec, are now included in distant statics (#1).

v0.20.0 beta, G7 fork

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@github-actions github-actions released this 24 Aug 04:13

First public release of the G7 fork, based on MGE XE 0.19.1. Requirements, installation and feature
detail are in README.md.

Added

  • Batched distant land. The generator merges each cell's geometry into one mesh split by texture
    state and packs static textures into atlases, so a cell costs one or two draw calls rather than
    one per object.
  • Incremental regeneration. Only dirty cells, changed shards and touched atlas pages rebuild.
  • Plugin -metadata.toml files are detected and loaded, so mod authors ship distant-land overrides
    and dynamic visibility with the mod instead of documenting install steps.
  • Distance-tiered detail for statics: three triangle budgets per object instead of one fixed mesh.
  • Horizon culling for statics and terrain, on by default.
  • Automatic texture sizing and deduplication, with VRAM estimates and warnings during generation.
  • Native depth capture, on by default (native_depth_capture). MGE reads the real depth buffer
    instead of redrawing the scene, which also fixes objects vanishing from scenes that use darkmaps
    with transparency.
  • Native per-pixel lighting, on by default (native_ppl_packets). Lighting data goes straight to
    the GPU instead of through the legacy shader path.
  • Up to 32 lights per object, opt-in (expanded_light_limit). Needs native_ppl_packets to reach
    per-pixel-lit objects.
  • BC7 texture support, for finer detail and compatibility with OpenMW mods.
  • Indexed skinning for meshes, opt-in and undertested (indexed_skinning).
  • Native GUI with a dark theme, a tabbed generator window, four languages (EN/FR/PL/RU), a built-in
    log viewer and automatic startup rebuilds. Grass mods are detected and listed separately from
    plugins, and the distant-land tuning controls are new. No .NET runtime required.

Changed

  • Settings live in mgeXE.toml in the game root, replacing MGE3 and MGE.ini. You can edit it by
    hand, and your comments and formatting survive a GUI save. Nothing migrates from 0.19.1.
  • MGE_DL_VERSION 7 to 16. Distant land data is incompatible with upstream in both directions, and
    the runtime rejects it rather than rendering it.
  • Landscape rewritten. Texture quality no longer degrades as landmass mods are added and no longer
    depends on world size, and the geometry is finer.
  • Distant landscape uploads in frame-budgeted chunks during load and menu frames.
  • Terrain index data uses the narrowest width each mesh allows, and grass vertices went from 28 to
    20 bytes. Both upload without a conversion pass.

Removed

  • The C# WinForms GUI, the C++ helper process and the MSBuild build system.
  • The vendored 3rdparty/ tree: niflib, AMD Tootle and the 4 GB patch. NIF parsing and mesh
    optimization are Rust crates now (tes3, meshopt).
  • The bundled MWSE and its updater, the installer and the uninstaller.
  • The DirectX capabilities viewer, static override template generation, the tooltip reading-speed
    preference and the "reduce texture memory use" toggle.

Requirements

  • A custom DXVK build ships as d3d9.dll and is required. Do not substitute an official release.
    Stock DXVK lacks the memory-placement profile that prevents out-of-memory crashes in Morrowind's
    32-bit address space, and it cannot load BC7 textures.
  • Vulkan 1.3 hardware (NVIDIA Maxwell, AMD Polaris, Intel Iris Xe or Arc and newer) on 2023 or newer
    drivers, 64-bit Windows 10 1809 or later, an SSE4.2 CPU, and 8 GB or more VRAM for large mod lists.
  • The DirectX June 2010 redistributable and the Visual C++ runtime.
  • An SSD holding your game data. Not strictly required, but generation is painful without one.
  • Distant land must be regenerated after installing.