> I was not referring to a frame rate issue, but FG running out of memory.
>
> http://www.flightgear.org/forums/viewtopic.php?f=5&t=18913&p=177392#p177392
>
> It is rare to see that happening using the current scenery, but here if I
> select random buildings and objects with a high value for trees, I can  
> get Win32 to run out of memory. Apparently at least one other user has a
> problem.

I do not doubt that you can make FG run out of memory on a 32 bit system (you 
can also do it on a 64 bit system if you try really hard). My point is more 
that memory issues should be dealt with by eliminating the root cause, i.e. by 
switching off random buildings and trees on a low memory system and by not 
using hires textures, not by reducing visibility to low values. Compared to the 
memory footprint coming from high-detail aircraft and random buildings, the 
effect of 10 km vs 20 km visibility on memory is negligible. We have aircraft 
in the repository which fill more than 300 MB of GPU memory - loading terrain 
vertices worth 20 km is a very small fraction of that, even in hires scenery. 
Even in custom Italy with 50 km visibility, I had about half a million of 
terrain vertices in the scene, that's 1.5 million  or so numbers. That's the 
order of magnitude of a good-sized texture sheet - 1024x1024 has about a 
million numbers - with a lower precision, but with added mipmapping,... 

* Thorsten


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