Hello,
Which screen size ? With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps (usually 30 fps). It is when using FG 2.10. Decreasing on the fly the screen size increase the fps. I am using Linux KDE4. However with the recent FG Git, i am losing at least 30 % of performances :( same scenery same conditions. At the moment i can't explain that "issue". BTW my rembrant parameters are : <map-size type="int">8192</map-size> <filtering type="int">3</filtering> <num-cascades type="int">4</num-cascades> <cascade-far-m index="0" type="float">1.0</cascade-far-m> <cascade-far-m index="1" type="float">5.0</cascade-far-m> <cascade-far-m index="2" type="float">50.0</cascade-far-m> <cascade-far-m index="3" type="float">500.0</cascade-far-m> > I've had a my first short go with Rembrandt on my new machine yesterday. The > test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm > discovering a very nice scenery. There are no static or shared models to > speak of, there is some forest around, and that's basically it. I chose > fair weather, i.e. a modest cloud cover. The aircraft was the PAF team > DR-400 in the latest version. > > All Rembrandt functions work out of the box very nicely. I started with a > dawn scene and tried the landing light illumination first. This gave me a > good 30 fps. I then switched to noon and tried shadows. I have to say that > since I am more the VFR virtual pilot, I almost never fly at night, > lightmap for internal illumination work fine for me, and so shadows are the > main selling point of Rembrandt which attracts me. > > The initial shadows coming up by default were rather ragged and flickery > (the last is a problem for me, I tend to get headache when looking at some > sort of flickers unfortunately), so I played with shadow map size, cascade > ranges and filtering till I had a nice result. To my dismay, at this point > the framerate counter gave me a mere 15 fps (no shader effects on at this > point). > > For comparison, the same scene renders in Atmospheric Light Scattering with > all details maxed out (including tree motion) with solid 60 fps. > > Am I doing anything wrong? Did I miss any optimization which makes the > shadows run fast enough? Am I just unlucky and my system has some > unspecified problems chewing Rembrandt? Does anyone else get significantly > higher framerate out of shadows with filtering? I am running on an GeForce > GTX 670M, which is usually a pretty fast beast. > > I mean, maybe it's just me, but this appears to confirm a suspicion I wrote > earlier that trying to pack ALS functionality into Rembrandt will end up > being way too slow. If I have a mere 15 fps before any shaders, then I > can't reasonably apply 800 lines of extra computations and expect no > performance impact. > > Does anyone have a semi-solid case which would argue that this would be fast > enough? I'm sort of trying to make my mind up if I should focus on that > before the next release (which is why I did the test), but it seems > hopeless to me. It's okay and flyable as it stands, but I don't see how to > cram lots of extra stuff in. > > * Thorsten GrthTeam https://sites.google.com/site/grtuxhangar ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel