v0.20.0 beta, G7 fork
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.tomlfiles 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). Needsnative_ppl_packetsto 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.tomlin the game root, replacing MGE3 andMGE.ini. You can edit it by
hand, and your comments and formatting survive a GUI save. Nothing migrates from 0.19.1. MGE_DL_VERSION7 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.dlland 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.