Re: [Flightgear-devel] Rembrandt performance

2013-06-17 Thread Renk Thorsten
 It could help you to understand why you are getting that poor  
 performances
 with your pretty fast beast  GTX 670M.

Thanks, though I remain mystified.

There are few differences I can spot:

* you have tree density to 0.7 in the shots, I had it at 2.4 - since  there's 
lots of trees in the scene (it's tropical forest), that would be expected to 
have an impact

* you have cloud density set to 0.4 whereas I have set it to 1, and also in 
vaguely remember seeing a bit more clouds

* you have dds textures used, I have used the regional set - my understanding 
was that this should affect texture loading times and available resolution, but 
not really runtime performance, but this needs to be checked

- So I have 4 times the number of trees in the scene and 2-3 times the number 
of cloud sprites. I'm not completely sure how Rembrandt manages trees, but it 
could be that since they're semi-transparent they're like the clouds taken out 
of the deferred rendering approach. Multiple cloud sprites in a row are a 
significant drain on both vertex and fragment shaders as you may need hundreds 
of texture lookups - so the available performance for Rembrandt-specific tasks 
isn't quite the same.

My gut feeling is that this can't account for a factor 4 in framerate though, 
especially since there is still the pixel number working the opposite way this 
time - I will have to test this.

In addition there's the question of having two GPUs. I wonder if they're both 
utilized for the job - if so, maybe one needs such a setup to get above 30 fps 
with shadows? It would be helpful if a few other Rembrandt users could give 
some indication of what framerates they usually get and what the main framerate 
killers are.

* Thorsten


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Re: [Flightgear-devel] Rembrandt performance

2013-06-17 Thread grtuxhangar team
* you have tree density to 0.7 in the shots, I had it at 2.4 - since
 there's lots of trees in the scene (it's tropical forest), that would be
expected to have an impact

Yes the vegetation has a huge impact, i experienced  from 0;7 to   2.5 the
fps decrease is 40 %,  with or without Rembrandt.

The clouds density is right now less sensitive, only the visibility range
as an impact ( however, because of the eye candy we are using the maximum ).

Two GPU embedded  should not be an issue, though our system manager did not
noticed any significative improvement with the SLI architecture with FG ,
but it cant get some comparison since, with it, the display  is supposed to
be divided  (AFS or SFR).
It would be interesting to know how these two GPU are working together.

Ahmad




On 17 June 2013 08:20, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

  It could help you to understand why you are getting that poor
  performances
  with your pretty fast beast  GTX 670M.

 Thanks, though I remain mystified.

 There are few differences I can spot:

 * you have tree density to 0.7 in the shots, I had it at 2.4 - since
  there's lots of trees in the scene (it's tropical forest), that would be
 expected to have an impact

 * you have cloud density set to 0.4 whereas I have set it to 1, and also
 in vaguely remember seeing a bit more clouds

 * you have dds textures used, I have used the regional set - my
 understanding was that this should affect texture loading times and
 available resolution, but not really runtime performance, but this needs to
 be checked

 - So I have 4 times the number of trees in the scene and 2-3 times the
 number of cloud sprites. I'm not completely sure how Rembrandt manages
 trees, but it could be that since they're semi-transparent they're like the
 clouds taken out of the deferred rendering approach. Multiple cloud sprites
 in a row are a significant drain on both vertex and fragment shaders as you
 may need hundreds of texture lookups - so the available performance for
 Rembrandt-specific tasks isn't quite the same.

 My gut feeling is that this can't account for a factor 4 in framerate
 though, especially since there is still the pixel number working the
 opposite way this time - I will have to test this.

 In addition there's the question of having two GPUs. I wonder if they're
 both utilized for the job - if so, maybe one needs such a setup to get
 above 30 fps with shadows? It would be helpful if a few other Rembrandt
 users could give some indication of what framerates they usually get and
 what the main framerate killers are.

 * Thorsten



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Re: [Flightgear-devel] Rembrandt performance

2013-06-16 Thread grtuxhangar team
Hello,

You may want some screenshots which expose the performances with rembrandt
at WAAJ  and the PAF team DR-400 and the computer with Nvidia GPU 560 TI i
refer to .
It could help you to understand why you are getting that poor performances
with your pretty fast beast  GTX 670M.
Let's consider right now the 560 TI is an old  outdated GPU.

https://3291185c-a-62cb3a1a-s-sites.googlegroups.com/site/grtuxhangarctd/other-download/fgfs-screen-506.jpg
https://3291185c-a-62cb3a1a-s-sites.googlegroups.com/site/grtuxhangarctd/other-download/fgfs-screen-508.jpg
https://3291185c-a-62cb3a1a-s-sites.googlegroups.com/site/grtuxhangarctd/other-download/fgfs-screen-510.jpg

and the screenshot which expose the cpu / gpu  system usage

https://3291185c-a-62cb3a1a-s-sites.googlegroups.com/site/grtuxhangarctd/other-download/Flightgear-cpu-gpu_resource.jpg

Thank

Ahmad



On 15 June 2013 13:42, grtuxhangar team hohora...@gmail.com wrote:

 Hello,

 Just tested with an other computer 2x GPU 560 TI /SLI  screen  1900x1200.
 better than mine.
 At WAAJ  and the PAF team DR-400
 Getting an average of 50 fps:   rembrandt-enabled , real weather fetch,
 shaders water 5, urban 3, model 3, and multithreading ( the whole cpu
 loading is only at 25 % ).
 Nvidia FXAA , anisotropic filtering x16, texture sharpening.

 Since SLI does not improve the display with FG we may consider these
 performances to be compared with yours.



 Ahmad


 On 13 June 2013 12:09, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

  Which screen size ?
  With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps
  (usually 30 fps). It is when using FG 2.10.
  Decreasing on the fly the screen size increase the fps.

 Yeah, well, fragment shader load (and hence deferred rendering) scales
 with the number of pixels. My fullscreen is 1920x1080, which means I have
 about 2.5 times the pixel number of your screen, which means that if I
 scale your 24 fps to my screen, I would get about 9-10 fps. If I decrease
 that by the 30% you mention (since I run recent GIT), then I'd end up with
 6 fps compared with my 15, which doesn't seem grossly out of place.

 But to render 2 megapixels isn't an unusual demand - that's about what
 the human eye can resolve from a normal view distance.

 * Thorsten

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Re: [Flightgear-devel] Rembrandt performance

2013-06-15 Thread grtuxhangar team
Hello,

Just tested with an other computer 2x GPU 560 TI /SLI  screen  1900x1200.
better than mine.
At WAAJ  and the PAF team DR-400
Getting an average of 50 fps:   rembrandt-enabled , real weather fetch,
shaders water 5, urban 3, model 3, and multithreading ( the whole cpu
loading is only at 25 % ).
Nvidia FXAA , anisotropic filtering x16, texture sharpening.

Since SLI does not improve the display with FG we may consider these
performances to be compared with yours.



Ahmad


On 13 June 2013 12:09, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

  Which screen size ?
  With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps
  (usually 30 fps). It is when using FG 2.10.
  Decreasing on the fly the screen size increase the fps.

 Yeah, well, fragment shader load (and hence deferred rendering) scales
 with the number of pixels. My fullscreen is 1920x1080, which means I have
 about 2.5 times the pixel number of your screen, which means that if I
 scale your 24 fps to my screen, I would get about 9-10 fps. If I decrease
 that by the 30% you mention (since I run recent GIT), then I'd end up with
 6 fps compared with my 15, which doesn't seem grossly out of place.

 But to render 2 megapixels isn't an unusual demand - that's about what the
 human eye can resolve from a normal view distance.

 * Thorsten

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[Flightgear-devel] Rembrandt performance

2013-06-13 Thread Renk Thorsten

I've had a my first short go with Rembrandt on my new machine yesterday. The 
test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm 
discovering a very nice scenery. There are no static or shared models to speak 
of, there is some forest around, and that's basically it. I chose fair weather, 
i.e. a modest cloud cover. The aircraft was the PAF team DR-400 in the latest 
version.

All Rembrandt functions work out of the box very nicely. I started with a dawn 
scene and tried the landing light illumination first. This gave me a good 30 
fps. I then switched to noon and tried shadows. I have to say that since I am 
more the VFR virtual pilot, I almost never fly at night, lightmap for internal 
illumination work fine for me, and so shadows are the main selling point of 
Rembrandt which attracts  me.

The initial shadows coming up by default were rather ragged and flickery (the 
last is a problem for me, I tend to get headache when looking at some sort of 
flickers unfortunately), so I played with shadow map size, cascade ranges and 
filtering till I had a nice result. To my dismay, at this point the framerate 
counter gave me a mere 15 fps (no shader effects on at this point).

For comparison, the same scene renders in Atmospheric Light Scattering with all 
details maxed out (including tree motion) with solid 60 fps.

Am I doing anything wrong? Did I miss any optimization which makes the shadows 
run fast enough? Am I just unlucky and my system has some unspecified problems 
chewing Rembrandt? Does anyone else get significantly higher framerate out of 
shadows with filtering? I am running on an GeForce GTX 670M, which is usually a 
pretty fast beast.

I mean, maybe it's just me, but this appears to confirm a suspicion I wrote 
earlier that trying to pack ALS functionality into Rembrandt will end up being 
way too slow. If I have a mere 15 fps before any shaders, then I can't 
reasonably apply 800 lines of extra computations and expect no performance 
impact. 

Does anyone have a semi-solid case which would argue that this would be fast 
enough? I'm sort of trying to make my mind up if I should focus on that before 
the next release (which is why I did the test), but it seems hopeless to me. 
It's okay and flyable as it stands, but I don't see how to cram lots of extra 
stuff in.

* Thorsten
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Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread Vivian Meazza
Thorsten

 Sent: 13 June 2013 07:25
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Rembrandt performance
 
 
 I've had a my first short go with Rembrandt on my new machine yesterday.
 The test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm
 discovering a very nice scenery. There are no static or shared models to
 speak of, there is some forest around, and that's basically it. I chose
fair
 weather, i.e. a modest cloud cover. The aircraft was the PAF team DR-400
in
 the latest version.
 
 All Rembrandt functions work out of the box very nicely. I started with a
 dawn scene and tried the landing light illumination first. This gave me a
good
 30 fps. I then switched to noon and tried shadows. I have to say that
since I
 am more the VFR virtual pilot, I almost never fly at night, lightmap for
internal
 illumination work fine for me, and so shadows are the main selling point
of
 Rembrandt which attracts  me.
 
 The initial shadows coming up by default were rather ragged and flickery
(the
 last is a problem for me, I tend to get headache when looking at some sort
of
 flickers unfortunately), so I played with shadow map size, cascade ranges
and
 filtering till I had a nice result. To my dismay, at this point the
framerate
 counter gave me a mere 15 fps (no shader effects on at this point).
 
 For comparison, the same scene renders in Atmospheric Light Scattering
with
 all details maxed out (including tree motion) with solid 60 fps.
 
 Am I doing anything wrong? Did I miss any optimization which makes the
 shadows run fast enough? Am I just unlucky and my system has some
 unspecified problems chewing Rembrandt? Does anyone else get
 significantly higher framerate out of shadows with filtering? I am running
on
 an GeForce GTX 670M, which is usually a pretty fast beast.
 
 I mean, maybe it's just me, but this appears to confirm a suspicion I
wrote
 earlier that trying to pack ALS functionality into Rembrandt will end up
being
 way too slow. If I have a mere 15 fps before any shaders, then I can't
 reasonably apply 800 lines of extra computations and expect no performance
 impact.
 
 Does anyone have a semi-solid case which would argue that this would be
 fast enough? I'm sort of trying to make my mind up if I should focus on
that
 before the next release (which is why I did the test), but it seems
hopeless
 to me. It's okay and flyable as it stands, but I don't see how to cram
lots of
 extra stuff in.
 

I think your numbers are pretty representative. 15 fps is definitely not
enough IMO. I would say that 30 fps would be a good aiming point. Smoothness
is also a factor.

Vivian




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Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread grth_team
Hello,


Which screen size ?
With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps  
(usually 30 fps). It is when using FG 2.10.
Decreasing on the fly the screen size increase the fps.
I am using Linux KDE4.

However with the recent FG Git,   i am losing at least 30 % of performances :(  
same scenery same conditions.
At the moment i can't explain that issue.

BTW my rembrant parameters are :

map-size type=int8192/map-size
filtering type=int3/filtering
num-cascades type=int4/num-cascades
cascade-far-m index=0 type=float1.0/cascade-far-m
cascade-far-m index=1 type=float5.0/cascade-far-m
cascade-far-m index=2 type=float50.0/cascade-far-m
cascade-far-m index=3 type=float500.0/cascade-far-m


 I've had a my first short go with Rembrandt on my new machine yesterday. The
 test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm
 discovering a very nice scenery. There are no static or shared models to
 speak of, there is some forest around, and that's basically it. I chose
 fair weather, i.e. a modest cloud cover. The aircraft was the PAF team
 DR-400 in the latest version.
 
 All Rembrandt functions work out of the box very nicely. I started with a
 dawn scene and tried the landing light illumination first. This gave me a
 good 30 fps. I then switched to noon and tried shadows. I have to say that
 since I am more the VFR virtual pilot, I almost never fly at night,
 lightmap for internal illumination work fine for me, and so shadows are the
 main selling point of Rembrandt which attracts  me.
 
 The initial shadows coming up by default were rather ragged and flickery
 (the last is a problem for me, I tend to get headache when looking at some
 sort of flickers unfortunately), so I played with shadow map size, cascade
 ranges and filtering till I had a nice result. To my dismay, at this point
 the framerate counter gave me a mere 15 fps (no shader effects on at this
 point).
 
 For comparison, the same scene renders in Atmospheric Light Scattering with
 all details maxed out (including tree motion) with solid 60 fps.
 
 Am I doing anything wrong? Did I miss any optimization which makes the
 shadows run fast enough? Am I just unlucky and my system has some
 unspecified problems chewing Rembrandt? Does anyone else get significantly
 higher framerate out of shadows with filtering? I am running on an GeForce
 GTX 670M, which is usually a pretty fast beast.
 
 I mean, maybe it's just me, but this appears to confirm a suspicion I wrote
 earlier that trying to pack ALS functionality into Rembrandt will end up
 being way too slow. If I have a mere 15 fps before any shaders, then I
 can't reasonably apply 800 lines of extra computations and expect no
 performance impact.
 
 Does anyone have a semi-solid case which would argue that this would be fast
 enough? I'm sort of trying to make my mind up if I should focus on that
 before the next release (which is why I did the test), but it seems
 hopeless to me. It's okay and flyable as it stands, but I don't see how to
 cram lots of extra stuff in.
 
 * Thorsten

GrthTeam
https://sites.google.com/site/grtuxhangar

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Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread Renk Thorsten
 Which screen size ?
 With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps
 (usually 30 fps). It is when using FG 2.10.
 Decreasing on the fly the screen size increase the fps.

Yeah, well, fragment shader load (and hence deferred rendering) scales with the 
number of pixels. My fullscreen is 1920x1080, which means I have about 2.5 
times the pixel number of your screen, which means that if I scale your 24 fps 
to my screen, I would get about 9-10 fps. If I decrease that by the 30% you 
mention (since I run recent GIT), then I'd end up with 6 fps compared with my 
15, which doesn't seem grossly out of place. 

But to render 2 megapixels isn't an unusual demand - that's about what the 
human eye can resolve from a normal view distance.

* Thorsten
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