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
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
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
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
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
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
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
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?
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
, 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
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
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
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
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
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
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
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
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
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
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
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
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
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