> And a more simple second question, what do the developers accept as  
> proper performance (value) in regards of frames per second. Perhaps i  
> demand/expect too much, but 20 - 30 fps i find rather disappointing,  
> flight is far from smooth at such numbers, but others might find that  
> (more then) ideal.

It depends on what I want to do. Using the default rendering scheme and a 
moderate visibility range ~40 km in default terrain, no special shaders I get 
about 70-80 fps in moderate cloud cover - that's the framerate I want for 
aerobatics or air combat training.

On the other end of the scale, when I have an airliner cruising at 33.000 ft 
under AP control, I mainly want to watch scenery and weather, so usually I do 
this in custom scenery, ask for 120 km visibility range and atmospheric 
scattering rendering scheme, clouds drawn out to 75 km distance and might do 
this at sunrise, in which case my framerate may drop as low as 10 fps (which is 
hardly noticeable, because the apparent motion of terrain and clouds is slow 
anyway).

I also like flying mountains with single engine planes - here a visibility ~50 
km and framerates between 15 and 20 fps work for me.

There is no such thing as standard performance - I can completely freeze my 
computer by asking 250 km visibility in custom scenery in atmospheric 
scattering rendering scheme and heavy cumulus development out to max. range, in 
which case I end up with 3-4 fps. I can also go above 100 fps by disabling 3d 
clouds and choosing 10 km visibility range in default scenery. I try to adapt 
the options to what I want to do and what I want to see.

> It would be very helpful in determining if some change brought improvement or 
> made performance worse by a proper measuring
> instead of staring at the FPS counter in the bottom of the screen during 
> gameplay and 'estimating' if things improved or not.

Not that simple. For instance, I do many tests with 1200x900 screen resolution 
to be able to watch the console, but actually fly with 1920x1200 resolution. 
For lower screen resolution, it pays off to transfer more work to fragment 
shaders and reduce the load of vertex shaders. However, since the number of 
fragments more than doubles for full resolution, a different workload balance 
leads to the best result. The smaller your screen resolution, the better is it 
to let the fragment shaders do all work. So if there's an improvement to the 
code might depend on what screen resolution you run.

Other changes bring improvements if your graphics card plays along, but 
deteriorates matters dramatically if not. And so on.

Cheers,

* Thorsten
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