Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?
> Ive been thinking about this since since you posted, and now i'm curious > to see it.My initial fear was more framerate drop, but if it can be truly > disabled I think its worth a try I think one thing we have pretty consistently implemented in the effect framework is that all effects can be switched off. The whole model ubershader is implemented in such a way that it affects you only if you have a model shader on. The grain texture can be implemented such that it affects you only if you have the model shader on at high quality and your model has a flag set such that it is used. > Water > reflection used to have nearly zero impact on my framerate , now its > unuseable over the ocean or large lake. Which one? We used to have two of them, a silvery one at lower quality and the sine wave variant at high quality. Even the high quality variant can be made to run almost twice as fast by dropping half the partial wave calculations (this is implemented in the lower quality version of Atmospheric Light Scattering). I haven't been following the shaders in the default framework so much, but if a shader suddenly eats up twice the performance, there usually is a reason worth understanding. >Not sure why but the skydome > shader had very little effect on my framerate when it first appeared , now it > drops fps to 10 from 40 . Well this at least I know. When the skydome shader first appeared, it did this when you didn't have mountains on the horizon: http://www.phy.duke.edu/~trenk/pics/skydome1.jpg Your framerate has gone into fixing this problem by providing consistent fogging and lighting of the terrain under all conditions such that terrain matches with the skydome. And unfortunately, the terrain part is way more expensive than the skydome part (and if you run at higher quality, there's a gazillion of additional goodies). The skydome code itself is pretty much as fast as it used to be (and if you delete all skydome-switched techniques from terrain-default.eff and model-default.eff, you can get if back if you really like). * Thorsten -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?
Ive been thinking about this since since you posted, and now i'm curious to see it.My initial fear was more framerate drop, but if it can be truly disabled I think its worth a try.Currently I can disable shaders and get decent performance , 30-40 fps , which makes a flight doable.I do keep trees on , with minimal impact if I keep the slider at 1.0 or less.Water reflection used to have nearly zero impact on my framerate , now its unuseable over the ocean or large lake.Not sure why but the skydome shader had very little effect on my framerate when it first appeared , now it drops fps to 10 from 40 . So I cringe every time someone mentions a fix,;). Syd On Thu, Apr 18, 2013 at 5:03 AM, AJ MacLeod wrote: > On Wed, 17 Apr 2013 06:35:19 + > Renk Thorsten wrote: > > But okay, I asked for feedback and I got it - point taken, feature not > considered interesting from the modeller side. > > My modelling activity is in extended limbo at the moment so I was > reluctant to comment, but the lack of texturing on cockpit walls etc has > always been something that jarred with me... on the Bocian (and Camel, come > to think of it) I tried to ensure that every surface in the cockpit was > textured. > > This was OK on a tiny aircraft like a glider, but on something bigger and > more complex I think the shader idea has something going for it, for > cockpit walls etc which are not modelled in the same detail as the > individual panels alongside them - certainly well worth experimenting with > I'd say. > > AJ > > -- > > > > -- > Precog is a next-generation analytics platform capable of advanced > analytics on semi-structured data. The platform includes APIs for building > apps and a phenomenal toolset for data science. Developers can use > our toolset for easy data analysis & visualization. Get a free account! > http://www2.precog.com/precogplatform/slashdotnewsletter > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?
On Wed, 17 Apr 2013 06:35:19 + Renk Thorsten wrote: > But okay, I asked for feedback and I got it - point taken, feature not > considered interesting from the modeller side. My modelling activity is in extended limbo at the moment so I was reluctant to comment, but the lack of texturing on cockpit walls etc has always been something that jarred with me... on the Bocian (and Camel, come to think of it) I tried to ensure that every surface in the cockpit was textured. This was OK on a tiny aircraft like a glider, but on something bigger and more complex I think the shader idea has something going for it, for cockpit walls etc which are not modelled in the same detail as the individual panels alongside them - certainly well worth experimenting with I'd say. AJ -- -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel