Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
Recently I was told that some planes have liveries of so high resolution that you have to install low resolution versions to have a decent fps during multiplay. But doesn't FG use mipmaps for liveries? If not then are there plans to do so? Or should the livery be prepared in a certain

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread James Turner
On 26 Sep 2013, at 07:18, Renk Thorsten thorsten.i.r...@jyu.fi wrote: Mipmaps for textures are pretty generic for the rendering process. If you would not mipmap textures, they'd create flickering Moire patterns whenever the texture resolution is higher than the screen resolution as

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Stuart Buchanan
On Thu, Sep 26, 2013 at 8:27 AM, James Turner wrote: Just to say, Thorsten has in this case saved me writing an email, thanks. To re-iterate - GPU VRAM is a precious commodity, so we should spend it on texels you can actually see. One further point to make is that we do have the AI/Aircraft

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread James Turner
On 26 Sep 2013, at 11:22, Stuart Buchanan stuar...@gmail.com wrote: One further point to make is that we do have the AI/Aircraft directory specifically used for low-poly/resolution models. So, if there are specific aircraft that are causing problems, arguably the correct way to resolve

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Tomash Brechko
I'm not trying to convince anyone to use hi-res liveries. But several people reported that hi-res aircrafts break fps in MP, and downscaling liveries solves the problem (and this follows from Stuart's email). But if mipmap _is_ applied to liveries, then why we have to have lo-res liveries

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Detlef Faber
Stuart Buchanan stuar...@gmail.com hat am 26. September 2013 um 12:22 geschrieben: [snip] Perhaps we should mandate that aircraft over a certain size should have an AI version created? There is an alternative to an AI Version. For Aircraft with Livery Select it is possible to have

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Tomash Brechko
Also the question to GPU gurus: I think most aircrafts that have hi-res liveries do so because of several small signs here and there. So does it makes sense to have a lo-res opaque texture that paints aircraft's body, and then a hi-res transparent one that places signs on top of the first? This

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
But several people reported that hi-res aircrafts break fps in MP, and downscaling liveries solves the problem (and this follows from Stuart's email). But if mipmap _is_ applied to liveries, then why we have to have lo-res liveries separately? Won't one of mipmap levels do the same?

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Tomash Brechko
2013/9/26 Renk Thorsten thorsten.i.r...@jyu.fi Full GPU memory leads to performance deterioration. Well, I'm not entirely convinced that plus-munis some tens of MBs made a difference in one case I heard of (tu154b, five 1024x1024 textures for the exterior). Yet I'm convinced that mipmap alone

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread TDO Brandano
, along with vertex weights and skeletal systems for example. Date: Thu, 26 Sep 2013 15:53:32 +0400 From: tomash.brec...@gmail.com To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] Mipmapping of liveries Also the question to GPU gurus: I think most aircrafts that have hi-res

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Gary Neely
On Tue, Sep 24, 2013 at 6:04 PM, Tomash Brechko tomash.brec...@gmail.com wrote: Hello, Recently I was told that some planes have liveries of so high resolution that you have to install low resolution versions to have a decent fps during multiplay. But doesn't FG use mipmaps for liveries? If

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Tomash Brechko
Why limit yourself to only one downscale level? Mipmap can go several levels down, so it doesn't make much difference whether you started 4096 or 2048 (leaving space issues aside). I suppose mipmaps aren't used for liveries in FG. What would be the cost to do so? It doesn't sound right that

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Gary Neely
On Wed, Sep 25, 2013 at 3:37 PM, Tomash Brechko tomash.brec...@gmail.com wrote: Why limit yourself to only one downscale level? Mipmap can go several levels down, so it doesn't make much difference whether you started 4096 or 2048 (leaving space issues aside). I used the first mipmap level

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Tomash Brechko
Ah, I see your point now, sorry. Still, crunching 256x256 texture to produce a 10-pixel image of a plane at a distance is surely a lot better than crunching original 4096x4096. 2013/9/26 Gary Neely grne...@gmail.com I used the first mipmap level as an example of the effect at any given

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Tomash Brechko
On second thought I'm starting to have doubts about what you are saying being true. I thought that the engine chooses right mipmap size based on the estimate of the dimensions of the resulting screen projection. And if it works like you describe than there should be some absolute scale for all

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Tomash Brechko
100 / cos(45), but you get the idea ;) 2013/9/26 Tomash Brechko tomash.brec...@gmail.com On second thought I'm starting to have doubts about what you are saying being true. I thought that the engine chooses right mipmap size based on the estimate of the dimensions of the resulting screen

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Gary Neely
On Wed, Sep 25, 2013 at 4:46 PM, Tomash Brechko tomash.brec...@gmail.com wrote: 100 / cos(45), but you get the idea ;) OK, I see what you're getting at now-- the selection of the mipmap for rendering rather than the memory footprint. Yes, that makes sense to me-- the engine should be able to

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Tomash Brechko
But high res liveries already there, so the choice is between using more memory or having low fps. I think the choice should be obvious: if you do have spare memory, not using it doesn't make you any good. Quite recently there was a discussion about 2048x2048 textures for scenery, and I'm sure

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread jean pellotier
Le 25/09/2013 23:39, Gary Neely a écrit : I've felt my machine come to a crawl while certain planes are loaded in MP-- I had to remove some because they were too much of a hit for my poor aging system. it's the same here, FG take age sometimes to load 3D stuff, mostly because it create the

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Tomash Brechko
2013/9/26 jean pellotier jean.pellot...@wanadoo.fr it's the same here, FG take age sometimes to load 3D stuff, mostly because it create the mipmap on the fly, At this point I'm kinda lost :). Back to my original question then: does FG mipmaps liveries by default, or does it not? It's not

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread jean
On 26/09/2013 01:16, Tomash Brechko wrote: 2013/9/26 jean pellotier jean.pellot...@wanadoo.fr mailto:jean.pellot...@wanadoo.fr it's the same here, FG take age sometimes to load 3D stuff, mostly because it create the mipmap on the fly, At this point I'm kinda lost :). Back to my

[Flightgear-devel] Mipmapping of liveries

2013-09-24 Thread Tomash Brechko
Hello, Recently I was told that some planes have liveries of so high resolution that you have to install low resolution versions to have a decent fps during multiplay. But doesn't FG use mipmaps for liveries? If not then are there plans to do so? Or should the livery be prepared in a certain