> Hmm, you should not say a lot of cards because in your test you are 
> using an antediluvian gpu and I think that with even an fx5200 you could 
> have your 40 fps with high resolution texture.

    As a matter of fact, I have done similar to another 3 different
machines, either with some older ATI cards or onboard Intel display
chips.

    Yes, those cards might be old. But I believe for those who really
wants FG for realistic and open flying, or even just for development or
learning, rather than for full-on eye candy, are willing to sacrifice
the pretty bits.


> Since i'm not using a nix os I thing that a command line option without 
> some way to click the option in a gui is dumb too. There is no way the 
> user can know this option.

    Sure. But I assume that could be the job of the frontend, just like
many other FG command lines anyway. Like multiplay, or atlas/terrasync,
or setting fg-root, fg-scenery, etc. Or like currently to enable/disable
AI scenarios you have to edit the XML file. My suggestion was simply
being able to tell FG to enable/disable.


    Not sure if you hang on #flightgear IRC or not, but I believe one of
the most FAQs around from new people trying FG is why it is giving low
(1fps) frame rate.


    Just saw on the wiki there is
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Improving_Framerates
which in fact mentions Textures vs Textures.high as well. I believe this
is significant enough?


> No, and there is no absolut memory limit in the graphic card ; The 
> driver is allredy handling the swapping of textures so there is no need 
> to do this by hand.

    Sure, there isn't. Just like virtually there isn't a hard limit on
how much memory a process can use. At some point the system starts to
swap. I imagine similar things happen with display card which there are
too much memory used.


    For instance, if your display has 128MB of memory, and if
FG/plib/whichever knows it's going to load 256MB of textures, surely it
could try avoiding that, or rescale. IIRC, though, there isn't an easy
way to find out how much memory textures is going to take in memory.


    I know most 3d apps have textures related settings. Torcs (which
also uses plib) has a setting to set texture size limit. X-Plane, MSFSX
has a similar options for specifying textures limit.


 
> Btw the osg branch has texture compression so you shoud have better 
> performance with it.

    Will need to try FG-OSG sometime on those lower-end/older cards I
have access to :)


Pigeon.


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