I'm noticing some very significant performance differences running the master 
build vs. the next build on my old, slow machine.  Here's a quick table of fps 
rates, taken while sitting on the default runway at SFO in the 172, using no 
command-line startup options:

master: no material shaders                  =  20 fps
master: material shaders                     =  19 fps
master: material shaders, shadows            =  15 - 20 fps
master: material shaders, shadows, 3D clouds =  10 fps
next: no material shaders                    =  20 fps
next: material shaders                       =   5 fps
next: material shaders, 3D clouds            =   4 fps

As you can see, going to the next build causes a significant performance hit.  
The difference is great enough that I can routinely have shadows turned on when 
running master and can even play with 3D clouds at cruising altitude, but when 
running next I have to turn off material shaders completely in order to fly.

Is this just a reflection that the next code is not optimized yet, or are the 
developers introducing new features in the basic material shaders 
implementation that are reducing performance?  I hope you'll keep this in mind 
as development of local weather moves forward (the clouds look great, BTW).

For reference, my system is running Kubuntu 10.10 (maverick), AMD Athlon(TM) XP 
2500+, 1833 MHz, nVidia GeForce FX 5500, 1 G memory.


Cathy


------------------------------------------------------------------------------
Xperia(TM) PLAY
It's a major breakthrough. An authentic gaming
smartphone on the nation's most reliable network.
And it wants your games.
http://p.sf.net/sfu/verizon-sfdev
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to