Hi Thorsten,

Thank you, too!

> This becomes a performance issue eventually - see Paris (France). Random
> buildings scale well for memory and performance because they're numerous
> instances of the same building, so just the various positions need to be
> stored separately - a city full of unique buildings needs to store each
> building uniquely. The basic idea doesn't really scale well.

It looks impressive, and scales well enough on my machine, which isn't really 
high end: i5-2500k, GT640TI.

The basic idea would be:
Based on landclass data and OSM roads, generate a unique hi-res texture for a 
few km out. (maybe using a base texture and overlays as you desribe below.) 
Gradually reduce texture resolution for terrain further out. (I did some rough 
estimate which indeed showed I need plenty of video RAM, but not several GBs.) 
Regenerate the textures as the camera moves.

I have no idea if current CPUs/GPUs are fast enough for such a scheme. Or if 
there's a better way to achive this. This is why I'm asking you guys.

> This isn't as impressive as you think - the kind of graphics card that can
> deal with 11.000 unique terrain texture sheets in the scene (you need
> something of that magnitude, see the numbers worked out here
> http://wiki.flightgear.org/Procedural_Texturing#Photo_texturing ) is also
> the kind of graphics card which can go through millions of vertices.

Terrain that is 100km out doesn't need 1m/px resolution. I'm certainly thinking 
of a LOD scheme here, so I won't need 11.000 unique texture sheets.

> > + shared models with an individual piece of ground texture
>
> Well, but how does FG know how this is supposed to look?
> Obviously, if you would do it manually, you would blend the individual
> ground texture against the surrounding.

This is exactly how I'd do it.

> Which is bad, because it means you
> need non-local information to get the task done.

I don't get this yet: why is blending the texture against the surrounding bad, 
and what's the problem with non-local information?

> You'd also want to
> generate different patterns in Europe, the US, Asia,...

Yes, I'd be happy to generate different patters for different countries. If the 
code supports it, artists will step in here.

> No, resolution will in fact go much down because of the memory limit. In
> the current scheme using a finite set of terrain textures with procedural
> overlays, we can achieve cm-sized resolution on ground features.

Great. Can we have overlays for a finite set of buildings?

> In the end, if I could make a wishlist how to design the scenery rendering,
> I would probably separate hires sharp features like roads out and describe
> them via vertices and pass the informtion on landclass distribution via a
> meta-texture with relatively coarse resolution and build the actual
> textures procedurally everywhere based on the relative distribution
> densities of features  coming from the meta-texture. Unique buildings would
> then need to be registered on the meta-texture in the scenery generation
> stage, the actual procedural terrain cover would be generated runtime on
> the GPU.

Sounds like a good plan to me.

As for the Intel graphics argument, I'm with Gene.

Cheers,
Tom


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