> Here, with a Core 2 Quad, 4Gb RAM, nVidia GTx285 with 2Gb VRAM there is a
> huge difference in performance. At EGMH and using METAR, I get 75 fps
> with
> Global Weather, but when I use Local Weather, using the same METAR, I
> get a
> little over half that.

I hate to repeat myself, but what set of options (cloud view range,
dynamics on/off, dynamical convection on/off, thermals on/off are we
comparing here?

If you're running default settings, you're asking ~3 times the area cloud
coverage from Local Weather... naturally that is a bit slower.

If you have dynamical weather (= moving clouds) on, then indeed you're not
only losing plenty of framerate as compared to global but you're also
getting frequent garbage collection due to loads of Nasal work running per
frame, i.e. frame delays. Which is why we're moving cloud generation to
Stuart's system which moves clouds much more efficiently. We know that
already - in the mean time, if it's bothersome, switch dynamical weather
off.

You can (by maxing out all options) easily design a situation in which
Local Weather freezes your system to 6 frames. Rather than doing that, it
allows you to make a choice what is important for you and where you want
to use the resources.

I also don't get any flickering... so I can't really diagnose what is
going on, but basically you're looking at models in the scenery, so either
it's a shader problem (which'd be odd since it is basically the same
shader for all the clouds) or some deeper rendering issue - but nothing I
could fix. I have to rely on the Flightgear core to display a model
correctly if I ask it to place it into the scenery.

> And if we could loose the hard edges around some of the textures that
> would help.

Gimp does the trick. It's mainly down to someone doing it (either working
out an efficient way of cleaning the texture, or doing it pixel by pixel
manually) - it's not exceedingly high up on my to-do list.

Cheers,

* Thorsten


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