Re: [Flightgear-devel] Shader performance

2012-02-08 Thread thorsten . i . renk
After a few more tests, some more observations which seem to be right to me listed here (if that is confirmed, we may perhaps gather these and other statements to the Wiki to get some guidelines for efficient shader coding): * 'big' performance users seem to be the scientists's friends, i.e.

Re: [Flightgear-devel] Shader performance

2012-02-07 Thread thorsten . i . renk
Gary adressed those creating the 3d-models and aircraft in FGFS. Yes, quite. And since your own aircraft doesn't repeat and is there independent of visibility range, so in some sense this is a special case anyway. Problem is, once you have created a model, you don't control what others do with

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
Heiko wrote: And especially in FGFS not really Vertices is one of the big problems, but .xml's and nasal-scripts. No, you can't say that in general. It quite depends on what you do and what options you use. Whatever you compute, it costs some amount of resource, and how long your frame takes

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Anders Gidenstam
On Sun, 5 Feb 2012, thorsten.i.r...@jyu.fi wrote: I haven't really seen any guidelines about efficient shader coding, but I've come across a few statements here and in the forum now and then, which I so far assumed to be true. I've now spent the last few days benchmarking my

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
Pushing most of the haze shader computation from the vertex to the fragment level would seem to suggest an approximately constant cost for the haze for the same view regardless of scenery complexity since the number of hazy fragments remain about the same. Thanks for the explanations - that

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
Pushing most of the haze shader computation from the vertex to the fragment level would seem to suggest an approximately constant cost for the haze for the same view regardless of scenery complexity since the number of hazy fragments remain about the same. Thanks for the explanations -

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
Pushing most of the haze shader computation from the vertex to the fragment level would seem to suggest an approximately constant cost for the haze for the same view regardless of scenery complexity since the number of hazy fragments remain about the same. Thanks for the

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Torsten Dreyer
Am 06.02.2012 09:51, schrieb thorsten.i.r...@jyu.fi: I guess my bottomline is that any code running on a per-frame basis should be made more efficient when it can be made more efficient, regardless if it is currently the limiting factor for someone or not, simply because it may be the limiting

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Heiko Schulz
Thorsten, And especially in FGFS not really Vertices is one of the big problems, but .xml's and nasal-scripts. No, you can't say that in general. It quite depends on what you do and what options you use. Whatever you compute, it costs some amount of resource, and how long your frame takes is

[Flightgear-devel] Shader performance

2012-02-05 Thread thorsten . i . renk
I haven't really seen any guidelines about efficient shader coding, but I've come across a few statements here and in the forum now and then, which I so far assumed to be true. I've now spent the last few days benchmarking my lightfield/terrain haze framework to see if I can't squeeze a bit more

Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Gary Neely
On Sun, Feb 5, 2012 at 7:50 AM, thorsten.i.r...@jyu.fi wrote: I haven't really seen any guidelines about efficient shader coding, but I've come across a few statements here and in the forum now and then, which I so far assumed to be true. I've now spent the last few days benchmarking my

Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Stuart Buchanan
On Sun, Feb 5, 2012 at 12:50 PM, Thorsten Renk wrote: I haven't really seen any guidelines about efficient shader coding, but I've come across a few statements here and in the forum now and then, which I so far assumed to be true. I've now spent the last few days benchmarking my

Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Heiko Schulz
Quote: #2 has long been a point of frustration for me. I've given up trying to address folks on the forum who say throw all the vertices/polygons at it that you like! Graphics cards can handle millions with no problem! Last time I looked there was even an FG wiki article that advised modelers to

Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Gary Neely
Dang, I shouldn't have ranted. This added nothing to Thorsten's discussion. My apologies to the list and to Thorsten. -Gary Thorsten, #2 has long been a point of frustration for me. I've given up trying to address folks on the forum who say throw all the vertices/polygons at it that you

[Flightgear-devel] Shader performance and multiple GPU?

2010-11-01 Thread Torsten Dreyer
Hi, as pointed out in other threads, I am currently assembling a machine with five nVidia cards. The machine and the cards are fast enough to render a steady 60fps, synced to vblank. But this is only with shaders disabled. The moment, I enable shaders and 3d- clouds, the frame rate drops to

Re: [Flightgear-devel] Shader performance and multiple GPU?

2010-11-01 Thread Tim Moore
This mirrors comments to the OSG mailing list, where people have reported performance issues with multiple GPUs and screens. There hasn't been much of a resolution there; some people have the problem, others don't. I've put together a multi-GPU machine to explore these issues; now I just need to

Re: [Flightgear-devel] Shader performance and multiple GPU?

2010-11-01 Thread Torsten Dreyer
This mirrors comments to the OSG mailing list, where people have reported performance issues with multiple GPUs and screens. There hasn't been much of a resolution there; some people have the problem, others don't. I've put together a multi-GPU machine to explore these issues; now I just

Re: [Flightgear-devel] Shader performance and multiple GPU?

2010-11-01 Thread Torsten Dreyer
Looks like this is a hardware problem. Looking at the kernel log, I found irq 16: nobody cared (try booting with the irqpoll option) irq 16 is being used by nvidia and the onboard USB ports. After disabling USB in the BIOS, it seems like everything is running smooth. Because all my control