> It could help you to understand why you are getting that poor  
> performances
> with your pretty fast beast  GTX 670M.

Thanks, though I remain mystified.

There are few differences I can spot:

* you have tree density to 0.7 in the shots, I had it at 2.4 - since  there's 
lots of trees in the scene (it's tropical forest), that would be expected to 
have an impact

* you have cloud density set to 0.4 whereas I have set it to 1, and also in 
vaguely remember seeing a bit more clouds

* you have dds textures used, I have used the regional set - my understanding 
was that this should affect texture loading times and available resolution, but 
not really runtime performance, but this needs to be checked

-> So I have 4 times the number of trees in the scene and 2-3 times the number 
of cloud sprites. I'm not completely sure how Rembrandt manages trees, but it 
could be that since they're semi-transparent they're like the clouds taken out 
of the deferred rendering approach. Multiple cloud sprites in a row are a 
significant drain on both vertex and fragment shaders as you may need hundreds 
of texture lookups - so the available performance for Rembrandt-specific tasks 
isn't quite the same.

My gut feeling is that this can't account for a factor 4 in framerate though, 
especially since there is still the pixel number working the opposite way this 
time - I will have to test this.

In addition there's the question of having two GPUs. I wonder if they're both 
utilized for the job - if so, maybe one needs such a setup to get above 30 fps 
with shadows? It would be helpful if a few other Rembrandt users could give 
some indication of what framerates they usually get and what the main framerate 
killers are.

* Thorsten


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