Re: [Flightgear-devel] FG vs. FSX demo

2013-03-01 Thread Olivier
Hi geneb, all,




 De : geneb ge...@deltasoft.com
Envoyé le : Jeudi 28 février 2013 15h41

 It's a best foot forward kind of thing.  The quintessential default 
 airplane in MSFS has been the 172.  The default set of airplanes in FG 
 should be the absolute best of the best, simply because that's what a new 
 user is going to be exposed to for their first time.  First impressions 
 are everything.  Someone will see the FG 172 and instantly assume that the 
 rest of the simulator is like that.

100% agreed. Probably we should update it (especially the cockpit), because I 
think the rest of it is pretty neat. Or think about a replacement, like the 
DR-400 or the cap-10b. I think the cap10b could be added in the default 
aircraft set.

Oliver
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Re: [Flightgear-devel] FG vs. FSX demo

2013-03-01 Thread Renk Thorsten
Hi Vivian,

 That's really good to hear  - but if we are falling behind in some  
 respect
 then we will make an effort to improve. I am reminded that the flag and  
 wake shaders are inoperative when Atmospheric Light Scattering is activated.  
 With  the departure of Emilian, I see no prospect of this being fixed unless
 someone else steps up to the plate.

Well, we couldn't possibly leave the flag just hanging around, could we? :-)

http://www.gitorious.org/fg/fgdata/commit/be7ee7e06cf4237d60cf8ae5849cf098308b7cd8

(The flag shader is a simple variant of the default model shader, so just 5 
minutes of Copy/Paste the flag-specific code into the default model fragment 
shader did the trick - that must have been my new record for shader conversion. 
Also, in ubershader-lightfield.frag we now have all the code blocks of the 
atmosphere effects nicely separated and lined up in a fragment-only 
environment, so when you need to write a shader which isn't performance 
critical, then I recommend just copy-paste of the four blocks, supplying them 
with properties, and you should be almost there...)

As a suggestion to improve the Vinson, I would ask for some dirt/rust/stains on 
the Flightdeck - the homogeneous grey appearance is the thing that sticks out 
most to my eye.



 I recently saw a short video of FSX with moving cars and trucks  
 populating
 the roads. We can do that up to a point, and trains as well, and I  
 forgot to
 mention that we can also texture tracks and roads properly:

 We can only have a few - around 50 if we are to keep framerate within
 bounds. If we ever get the Kent scenery fixed up well enough for release
 I'll include this around Manston/EGMH.


You seem to have managed the trick to align the uvmapping of the street texture 
with the direction of driving. If so, I think we could have an almost arbitrary 
number of (low resolution) cars for cheap by shader magic:

* use an overlay texture which is transparent except where the cars are 
supposed to be
* use the heightmap technique of the urban shader to give them some substance
* overlay them on the lane and move one coordinate along the driving direction 
over time
(* add light effect in dark and so on)

Since this could all be in the fragment shader, and only a vanishing amount of 
screen pixels would usually be occupied by linear features such as roads at any 
given time, you could generate tens of thousands of cars that way without 
hitting the performance badly.

Of course they'd suffer from the same artefacts as the urban effect from 
close-up, but the sheer number may completely make up for that.

Cheers,

* Thorsten
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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread Vivian Meazza
Thorsten aka Renk wrote:

 -Original Message-
 From: [mailto:thorsten.i.r...@jyu.fi]
 Sent: 28 February 2013 07:57
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FG vs. FSX demo
 
  Renk, you should take a look at the default Cessna 172 in FG and it's
  mate in FSX.  The FSX version wipes the floor with the FG version with
  respect to the cockpit model.
 
 (I'd really appreciate if you guys would call me on first-name basis
 'Thorsten'...)

We had at one point several Thorstens/Torstens - I suppose Renk was just
easier. And if you start your postings Renk Thorsten people will assume Renk
is your first name.
 
 That's a question of what a fair comparison is.
 
 I'm going to assume that whoever put a demo version from FSX together has
 specifically chosen scenery and airplanes in the demo to impress users. So
 my standard of comparison is not 'How does the same airplane or the same
 scenery in FG look like' because I regard that as unfair - they got to
chose, we
 didn't. My standard of comparison would be - if I were to put together a
FG
 demo to impress users, how would that compare?
 
 You are certainly right with the c172, but the fair comparison is e.g. our
DR-
 400 against the FSX C-172, and FG is going to win that one.
 
 It doesn't matter so much that many aircraft in FG can not measure up to
that
 standard - I don't usually fly them. We have 20-30 really high quality
aircraft,
 and I doubt FSX has that many out of the box. If you count addons, we can
 field all the non-GPL hangars in return, where I believe T4T is doing some
 really impressive warbirds...
 
 If you're going into comparing 'the same' (scenery, aircraft,...) than my
next
 question would be - FG has beautiful scenery in central Iran with the
Middle-
 East texturing definitions. I doubt FSX out of the box has any scenery
there at
 all. So we're winning flat out in many cases by virtue of having scenery
 everywhere. It doesn't make too much sense to me to go into that
direction.
 
  One thing I'd really like to see put together is a The Hidden Secrets
  of FlightGear page that illustrates all the little bits that people
  aren't necessarily aware of.  Things like the hard science behind a
  lot of the things FG tries to get right that other simulation
  software completely ignores or fakes poorly.
 
 We've sort of started this here
 
 http://wiki.flightgear.org/Unique_Features
 
 My problem is that I often know very well how X is implemented in FG, I
may
 suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane
or
 FSX with all addons I don't really know for a fact if it is a genuinely
unique
 feature or if there is a 3rd party addon to FSX/X-Plane which provides the
 same thing. And we would want to be factually correct here.
 
  While we wait for the FSX screenshot, I'd like to see the FSX
  equivalents of  these as well:
 
 Honestly, I have no clue how to make a screenshot in FSX... and I don't
want
 to fiddle around with it much longer, suffice to say it gave me some ideas
 how the GUI could be, but it doesn't draw me in in any way. And you'll not
 going to find me argue that the Vinson doesn't measure up. It's a
spectacular
 model, and I do love doing carrier ops in FG.

That's really good to hear  - but if we are falling behind in some respect
then we will make an effort to improve. I am reminded that the flag and wake
shaders are inoperative when Atmospheric Light Scattering is activated. With
the departure of Emilian, I see no prospect of this being fixed unless
someone else steps up to the plate.

I recently saw a short video of FSX with moving cars and trucks populating
the roads. We can do that up to a point, and trains as well, and I forgot to
mention that we can also texture tracks and roads properly:

https://dl.dropbox.com/u/57645542/javelin-hst.png

We can only have a few - around 50 if we are to keep framerate within
bounds. If we ever get the Kent scenery fixed up well enough for release
I'll include this around Manston/EGMH.

Vivian





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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread Stuart Buchanan
Hi Thorsten, :)

On Thu, Feb 28, 2013 at 7:57 AM, Renk Thorsten wrote:
 My problem is that I often know very well how X is implemented in FG, I may 
 suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane or 
 FSX with all addons I don't really know for a fact if it is a genuinely 
 unique feature or if there is a 3rd party addon to FSX/X-Plane which provides 
 the same thing. And we would want to be factually correct here.

The 2.10 release has sparked some interest over at avsim.com
(http://forum.avsim.net/forum/198-the-flightgear-forum/) where various
FS-X and X-Plane users have been giving it a try and comparing it with
other sims.  It makes for interesting reading - I hadn't appreciated
what a big deal not being able to configure a joystick from a GUI was
until I read a couple of comments highlighting it as a big V2.10
feature.  There's also positive comments about atmospheric rendering,
smoothness and FDM quality.

I agree that working out what's unique is difficult, and it's a moving
target given the add-ons.  Just last week I read a thread from someone
asking about failure mode (MTBF/MCBF), something we've had in FG for
years.  Further down the thread someone responded saying they'd just
written an iPhone/iPad app to do just that.  Ah well, it was unique
for a couple of years at least :).

-Stuart

PS:  Further up the thread Thorsten mentioned that FS-X instruments
seemed jerky.  IIRC the instrumentation in MSFS has a fixed refresh
rate (30fps?).

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread geneb
On Thu, 28 Feb 2013, Renk Thorsten wrote:

 Renk, you should take a look at the default Cessna 172 in FG and it's
 mate in FSX.  The FSX version wipes the floor with the FG version with 
 respect
 to the cockpit model.

 (I'd really appreciate if you guys would call me on first-name basis 
 'Thorsten'...)

I think that's the result of how your name is shown in the email header - 
it says Renk Thorsten, so us murricans think your first name is Renk. 
:)  You might want to stick a comma in there. :)


 You are certainly right with the c172, but the fair comparison is e.g. 
 our DR-400 against the FSX C-172, and FG is going to win that one.

It's a best foot forward kind of thing.  The quintessential default 
airplane in MSFS has been the 172.  The default set of airplanes in FG 
should be the absolute best of the best, simply because that's what a new 
user is going to be exposed to for their first time.  First impressions 
are everything.  Someone will see the FG 172 and instantly assume that the 
rest of the simulator is like that.

 One thing I'd really like to see put together is a The Hidden Secrets of
 FlightGear page that illustrates all the little bits that people aren't
 necessarily aware of.  Things like the hard science behind a lot of the
 things FG tries to get right that other simulation software completely
 ignores or fakes poorly.

 We've sort of started this here

 http://wiki.flightgear.org/Unique_Features

I was hoping for more hard science items, such as all the great work 
that's gone into taking terrain masking into account with radio navigation 
aids.  I _seriously_ doubt MSFS or XP has gone to that extreme, but I know 
for a fact big commercial simulators do it.

 Honestly, I have no clue how to make a screenshot in FSX... and I don't 
 want to fiddle around with it much longer, suffice to say it gave me 
 some ideas how the GUI could be, but it doesn't draw me in in any way. 
 And you'll not going to find me argue that the Vinson doesn't measure 
 up. It's a spectacular model, and I do love doing carrier ops in FG.

If you like, we can take this off-list and I can work with you to provide 
FSX screenshots to compare against ones you're doing in FG.

g.

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Vivian Meazza
Stefan Seifert wrote:

 On Wednesday 27 February 2013 07:42:19 Renk Thorsten wrote:
 
  * A big plus about the FSX terrain is that it doesn't have landclass
seams.
  That makes it quite a bit nicer to look at from above. It's not so
  impressive from close-up, and all in all, I would conclude that
  regions where we did apply a regional texturing scheme and use the
  best shader effects available are in fact quite competitive. In
  particular, I think the recent 2nd generation Hawaii in FG  or
  middle-east looks much better from close-up and is still about on par
  when seen from a few thousand feet. Of course, FG terrain can look
  much worse in areas where we didn't customize it.
 
  - Pretty much a draw. Hiding the landclass seams better would still
  - be the
  thing for FG.. it's just not so easy.
 
 A small addition: what has always bothered me about terrain in FG is that
 roads and rivers are all the same size. For me as a VFR pilot they are the
most
 important navigation helpers while in FG, they are useless. There's no
 difference between the Autobahn and a small country road. Same for the
 Danube vs. some riverlet.
 
 I've tried some version of MS Flightsim once with Austrian scenery and
could
 easily find my way around. So while we may have the prettier scenery with
 regional textures, in practice, I'd have to call it a win for FGX.
 

Linear features for the scenery (roads, railways, rivers) are already under
development for FG:

https://dl.dropbox.com/u/57645542/fgfs-screen-129.png

That is a small area of Kent, UK. It is very possible to use the accurately
placed features for VFR navigation.

There are some problems to resolve about memory usage, but it is already
possible to generate scenery with these features. However, at the current
stage of development it is pushing the memory limits of 32 bit systems. 

Vivian



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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Stefan Seifert
On Wednesday 27 February 2013 09:10:01 Vivian Meazza wrote:

 Linear features for the scenery (roads, railways, rivers) are already under
 development for FG:
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-129.png
 
 That is a small area of Kent, UK. It is very possible to use the accurately
 placed features for VFR navigation.

Yeah! That's great news :)

Thanks to everyone working on FG!
Stefan

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Kleo G .
Cool review Renk! 

Regarding FDMs: I was at a friend's this christmas and since he had just bought 
X-Plane 10, I had the chance to test it with C172 to see how it handles...

FG clearly wins here since on X-plane there was not even a slight 'adverse yaw' 
(aileron-breaking) attitude when turning the plane, with realism on full. 
(Unless that particular c172 model had differential ailerons, although nothing 
of the sort was visible when I was looking at the model from the outside).

All best,
/Klearchos
On 27 feb 2013, at 08:44, Renk Thorstenng thorsten.i.r...@jyu.fi wrote:

 
 Following a forum discussion, I finally became curious and tested the FSX 
 demo version yesterday. I've spent about two hours flight with it, testing 3 
 different planes (the ultralight, the Baron and the Learjet) and had a look 
 at different weather conditions and daytimes around TNCM.
 
 The installation process takes forever, opens one useless wizard after the 
 next one and never gives any indication what it's actually doing - the 
 Windows way Also startup isn't exactly fast.
 
 A few immediate nice impressions:
 
 * The launcher GUI is very pretty - including some pics in the GUI adds a 
 nice touch and gives you more immediate impressions what things are about. In 
 comparison, the FG GU (both launcher and in-sim) is very rough around the 
 edges.
 
 - I guess it's a matter of taste, but including a pic of the weather 
 situation to expect in pre-defined scenarios would not be a bad touch for our 
 GUI for instance.
 
 * I got the IR-sycnhronized LCD shutter glasses 3D effect working out of the 
 box, so I was able to test FSX in real-color 3D which looked very cool - I've 
 never been able to make FG do that, I can activate the whole set of 3d 
 options, but they never trigger my shutter glasses. I wish FG would support 
 that function...
 
 - Win for FSX.
 
 One in the cockpit, I had serious trouble finding my way around. Maybe it's 
 just whay one is used to, but looking around in the virtual cockpit the FG 
 way came much more natural to me than looking around in FSX. I didn't find 
 any way to adjust my field of view at all.
 
 In the following, I maxed out all graphics and realism options I could find.
 
 1) Terrain:
 
 * A big plus about the FSX terrain is that it doesn't have landclass seams. 
 That makes it quite a bit nicer to look at from above. It's not so impressive 
 from close-up, and all in all, I would conclude that regions where we did 
 apply a regional texturing scheme and use the best shader effects available 
 are in fact quite competitive. In particular, I think the recent 2nd 
 generation Hawaii in FG  or middle-east looks much better from close-up and 
 is still about on par when seen from a few thousand feet. Of course, FG 
 terrain can look much worse in areas where we didn't customize it.
 
 - Pretty much a draw. Hiding the landclass seams better would still be the 
 thing for FG.. it's just not so easy.
 
 * I know several people who were especially impressed by the water in FSX. 
 Personally I wasn't at all. What it does get is that it knows where shallow 
 water is and thus it gets lighter and the ground can be seen through. But for 
 instance it doesn't have as nice waves and foam as our water, the scenery 
 reflections it generates look completely unrealistic,  ocean just doesn't do 
 that, and it didn't really change color when underneath a 8/8 cloud cover 
 where it should have gone to grey - as the FG water shader does. 
 
 - So that's a win by a narrow margin for FG - still, being able to include 
 depth information into the rendering would be cool.
 
 * Models of trees and of the aircraft carrier in the vicinity where largely 
 on par. Probably FSX has more graphical artists and the quality of for 
 instance tree textures seems to be a bit better, but the technique is 
 otherwise pretty similar. I liked seeing a few other aircraft lined up on a 
 carrier - the FG carriers are usually rather empty.
 
 - Ever so slight edge for FSX
 
 2) Weather (I looked at 'Fair Weather' and 'Rain' scenarios.):
 
 * I wasn't at all impressed by the quality of 3d clouds. The Cu clouds are 
 sort of very impressive at first glance from the ground , right until the 
 point where you realize that they just don't look like real clouds. The form 
 seems to be designed by an artist to impress, but the combination of shapes 
 doesn't occur in real Cu clouds which are turbulent raising air motion. The 
 distribution of cloud sizes is all wrong - a real sky generates Cumuli at all 
 size scales, FSX just does two or three. The distribution of locations is all 
 wrong - they should cluster over islands where convection is stronger than 
 over water, but they don't. They don't respect time - I've gotten the same 
 amount and size in the morning as during the day. They're far too white - 
 real Cu have rather strong self-shading. This leaves the impression the 
 clouds where made to resemble the pretty 

Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Renk Thorsten
 A small addition: what has always bothered me about terrain in FG is that
 roads and rivers are all the same size.

Good point. That wasn't really apparent from the FSX demo (not so many roads of 
different size in the Caribbean).

I think rivers are less of an issue in CORINE based custom scenery - I seem to 
remember that I was quite happy following major rivers in custom France or 
Italy.  Roads... yes - Vivian's screenshot looks quite promising though. It's 
not something that's very important to me personally because I usually fly in 
pretty lonely places where roads are far an inbetween, so it's something I tend 
to overlook.

 Obviously compare  the worst YASim with the best  JSBSim will always be
 beneficial for JSBSim. But the opposite will be benefit YASim. This is
 ridiculous.

Erik basically said it - it's not a YaSim vs. JSBSim comparison here.  We could 
make a best YaSIm vs. best JSBSim comparison, and I do have an opinion about 
that, but that's a different discussion.

 This kind of remark has no place here, and especially not by you.


What's the last half-sentence supposed to mean? Why would I be an especially 
unsuitable person to remark on aerodynamics? Granted, I'm not an aerospace 
engineer, but I do have a sufficient comprehension of fluid dynamics, solving 
equations of motion and all the rest, and I have real-world experience as a 
glider pilot,  so I feel entirely qualified to comment on aerodynamical issues.


 FS X was released in 2006. What is really surprising is that a person
 like you never had the curiosity to test it before today.

Not really - I'm not a Microsoft fan, I try to run Windows as little as 
possible and mostly live on Linux.

 What is it
 then for X-Plane, Fly II Legacy and all the others ? And I am speaking
 not even of older sim. FS 1, FS II, FS 3, FS 4, FS 5, Gunship, Knight of
 the Sky, Reach The Sky of, A320, F15II, F29 Retaliator, Falcon, Falcon
 4, IL 2, Flanker 2.0, Lock On, etc. ..

I have logged many happy hours with Falcon 3 and Falcon 4 and I think they were 
excellent simulators. I fail to get your point though - if I compare FG with 
FSX and write my opinion, am I somehow under obligation to make a comparison to 
every other flightsim in existence at some point in time?

So I tested FSX, I found we fare quite well in comparison, I did not test 
Gunship or X-Plane 10, so I don't know how we fare in comparison and I will not 
offer an opinion without knowing - what exactly is the problem?

Best,

* Thorsten
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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Vivian Meazza
Renk Thorsten wrote:

... snip
 
 * Models of trees and of the aircraft carrier in the vicinity where
largely on
 par. Probably FSX has more graphical artists and the quality of for
instance
 tree textures seems to be a bit better, but the technique is otherwise
pretty
 similar. I liked seeing a few other aircraft lined up on a carrier - the
FG carriers
 are usually rather empty.
 
 - Ever so slight edge for FSX

snip ...

Better than this?

https://dl.dropbox.com/u/57645542/fgfs-screen-130.png

As many ac in the deckpark as framerate considerations would allow. I'd like
to see the equivalent FSX screenshot. If it really is better then I'll have
to beat up Alexis a bit :-)

Vivian



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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread geneb
On Wed, 27 Feb 2013, Renk Thorsten wrote:


 Following a forum discussion, I finally became curious and tested the 
 FSX demo version yesterday. I've spent about two hours flight with it, 
 testing 3 different planes (the ultralight, the Baron and the Learjet) 
 and had a look at different weather conditions and daytimes around TNCM.

[great review snipped]

Renk, you should take a look at the default Cessna 172 in FG and it's mate 
in FSX.  The FSX version wipes the floor with the FG version with respect 
to the cockpit model.

One thing I'd really like to see put together is a The Hidden Secrets of 
FlightGear page that illustrates all the little bits that people aren't 
necessarily aware of.  Things like the hard science behind a lot of the 
things FG tries to get right that other simulation software completely 
ignores or fakes poorly.

g.


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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread geneb
On Wed, 27 Feb 2013, Stefan Seifert wrote:

 On Wednesday 27 February 2013 07:42:19 Renk Thorsten wrote:

 * A big plus about the FSX terrain is that it doesn't have landclass seams.

Is this why there's such a hard edge on the coastlines?

g.

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Vivian Meazza
I wrote:

 Renk Thorsten wrote:
 
 ... snip
 
  * Models of trees and of the aircraft carrier in the vicinity where
 largely on
  par. Probably FSX has more graphical artists and the quality of for
 instance
  tree textures seems to be a bit better, but the technique is otherwise
 pretty
  similar. I liked seeing a few other aircraft lined up on a carrier -
  the
 FG carriers
  are usually rather empty.
 
  - Ever so slight edge for FSX
 
 snip ...
 
 Better than this?
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-130.png
 
 As many ac in the deckpark as framerate considerations would allow. I'd
like
 to see the equivalent FSX screenshot. If it really is better then I'll
have to
 beat up Alexis a bit :-)
 

While we wait for the FSX screenshot, I'd like to see the FSX equivalents of
these as well:

https://dl.dropbox.com/u/57645542/fgfs-screen-131.png
https://dl.dropbox.com/u/57645542/fgfs-screen-133.png

Personally, I reckon Alexis is safe for a while yet :-)

Vivian



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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Renk Thorsten
 Renk, you should take a look at the default Cessna 172 in FG and it's  
 mate in FSX.  The FSX version wipes the floor with the FG version with respect
 to the cockpit model.

(I'd really appreciate if you guys would call me on first-name basis 
'Thorsten'...)

That's a question of what a fair comparison is. 

I'm going to assume that whoever put a demo version from FSX together has 
specifically chosen scenery and airplanes in the demo to impress users. So my 
standard of comparison is not 'How does the same airplane or the same scenery 
in FG look like' because I regard that as unfair - they got to chose, we 
didn't. My standard of comparison would be - if I were to put together a FG 
demo to impress users, how would that compare?

You are certainly right with the c172, but the fair comparison is e.g. our 
DR-400 against the FSX C-172, and FG is going to win that one. 

It doesn't matter so much that many aircraft in FG can not measure up to that 
standard - I don't usually fly them. We have 20-30 really high quality 
aircraft, and I doubt FSX has that many out of the box. If you count addons, we 
can field all the non-GPL hangars in return, where I believe T4T is doing some 
really impressive warbirds...

If you're going into comparing 'the same' (scenery, aircraft,...) than my next 
question would be - FG has beautiful scenery in central Iran with the 
Middle-East texturing definitions. I doubt FSX out of the box has any scenery 
there at all. So we're winning flat out in many cases by virtue of having 
scenery everywhere. It doesn't make too much sense to me to go into that 
direction.

 One thing I'd really like to see put together is a The Hidden Secrets of
 FlightGear page that illustrates all the little bits that people aren't
 necessarily aware of.  Things like the hard science behind a lot of the
 things FG tries to get right that other simulation software completely
 ignores or fakes poorly.

We've sort of started this here

http://wiki.flightgear.org/Unique_Features

My problem is that I often know very well how X is implemented in FG, I may 
suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane or 
FSX with all addons I don't really know for a fact if it is a genuinely unique 
feature or if there is a 3rd party addon to FSX/X-Plane which provides the same 
thing. And we would want to be factually correct here.

 While we wait for the FSX screenshot, I'd like to see the FSX  
 equivalents of  these as well:

Honestly, I have no clue how to make a screenshot in FSX... and I don't want to 
fiddle around with it much longer, suffice to say it gave me some ideas how the 
GUI could be, but it doesn't draw me in in any way. And you'll not going to 
find me argue that the Vinson doesn't measure up. It's a spectacular model, and 
I do love doing carrier ops in FG.


Cheers,

* Thorsten

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[Flightgear-devel] FG vs. FSX demo

2013-02-26 Thread Renk Thorsten

Following a forum discussion, I finally became curious and tested the FSX demo 
version yesterday. I've spent about two hours flight with it, testing 3 
different planes (the ultralight, the Baron and the Learjet) and had a look at 
different weather conditions and daytimes around TNCM.

The installation process takes forever, opens one useless wizard after the next 
one and never gives any indication what it's actually doing - the Windows 
way Also startup isn't exactly fast.

A few immediate nice impressions:

* The launcher GUI is very pretty - including some pics in the GUI adds a nice 
touch and gives you more immediate impressions what things are about. In 
comparison, the FG GU (both launcher and in-sim) is very rough around the edges.

- I guess it's a matter of taste, but including a pic of the weather situation 
to expect in pre-defined scenarios would not be a bad touch for our GUI for 
instance.

* I got the IR-sycnhronized LCD shutter glasses 3D effect working out of the 
box, so I was able to test FSX in real-color 3D which looked very cool - I've 
never been able to make FG do that, I can activate the whole set of 3d options, 
but they never trigger my shutter glasses. I wish FG would support that 
function...

- Win for FSX.

One in the cockpit, I had serious trouble finding my way around. Maybe it's 
just whay one is used to, but looking around in the virtual cockpit the FG way 
came much more natural to me than looking around in FSX. I didn't find any way 
to adjust my field of view at all.

In the following, I maxed out all graphics and realism options I could find.

1) Terrain:

* A big plus about the FSX terrain is that it doesn't have landclass seams. 
That makes it quite a bit nicer to look at from above. It's not so impressive 
from close-up, and all in all, I would conclude that regions where we did apply 
a regional texturing scheme and use the best shader effects available are in 
fact quite competitive. In particular, I think the recent 2nd generation Hawaii 
in FG  or middle-east looks much better from close-up and is still about on par 
when seen from a few thousand feet. Of course, FG terrain can look much worse 
in areas where we didn't customize it.

- Pretty much a draw. Hiding the landclass seams better would still be the 
thing for FG.. it's just not so easy.

* I know several people who were especially impressed by the water in FSX. 
Personally I wasn't at all. What it does get is that it knows where shallow 
water is and thus it gets lighter and the ground can be seen through. But for 
instance it doesn't have as nice waves and foam as our water, the scenery 
reflections it generates look completely unrealistic,  ocean just doesn't do 
that, and it didn't really change color when underneath a 8/8 cloud cover where 
it should have gone to grey - as the FG water shader does. 

- So that's a win by a narrow margin for FG - still, being able to include 
depth information into the rendering would be cool.

* Models of trees and of the aircraft carrier in the vicinity where largely on 
par. Probably FSX has more graphical artists and the quality of for instance 
tree textures seems to be a bit better, but the technique is otherwise pretty 
similar. I liked seeing a few other aircraft lined up on a carrier - the FG 
carriers are usually rather empty.

- Ever so slight edge for FSX

2) Weather (I looked at 'Fair Weather' and 'Rain' scenarios.):

* I wasn't at all impressed by the quality of 3d clouds. The Cu clouds are sort 
of very impressive at first glance from the ground , right until the point 
where you realize that they just don't look like real clouds. The form seems to 
be designed by an artist to impress, but the combination of shapes doesn't 
occur in real Cu clouds which are turbulent raising air motion. The 
distribution of cloud sizes is all wrong - a real sky generates Cumuli at all 
size scales, FSX just does two or three. The distribution of locations is all 
wrong - they should cluster over islands where convection is stronger than over 
water, but they don't. They don't respect time - I've gotten the same amount 
and size in the morning as during the day. They're far too white - real Cu have 
rather strong self-shading. This leaves the impression the clouds where made to 
resemble the pretty picture in the launcher GUI of fair skies, but they miss 
out pretty much every subtlety I've been struggling with when designing the Cu 
system of Advanced Weather. 

- Clear win for FG.

* The Cirrus clouds do actually look quite nice and better than what we have - 
here having people who can do good texture extraction is an advantage...

- We could need a helping hand from some photoshop/gimp master to get better 
Cirrus textures.

* Rain and overcast skies didn't impress me either. The rain generated in FG 
looks more plausible to me, and the light underneath the overcast sky was just 
wrong. From above the cloud layer didn't look very good.

- Well, the