Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Jason Shepard
Stuart:

 1) A control to disable sub-model loading for AI aircraft. This
 effectively stops the model loader from recursing into model tags,
 and therefore stops it from loading any sub-models such as cockpits,
 instruments, pilots etc.

Csaba:
 I want to see AI/MP aircraft in full detail when I am near
 one - or even inside.

Well, the only 2 ideas I have regarding this would be selectable options
within the FGRun GUI and/or the command-line:

1) An option to enable/disable the LOD capabilities of the program
2) An option to select either AI Models (simple) or AI Models
(advanced).
a) AI Models (simple) would be AI Models which always appear without
their interiors/cockpit installed.  This would be effective for those people
who do not hitch rides or who want best performance at all times.
b) AI Models (advanced) would AI Models which appear fully detailed at
the closest LOD limits.  This would be the best choice for those who like to
see their AI aircraft in full detail and jump onboard occasionally, like
Csaba.

Durk:

 So, if done correctly, we could happily use the regular
 aircraft models, also for AI /Multiplayer purposes, because most of the
time,
 only the lower LOD versions would be active. This would probably give
better
 performance than we currently have. In addition to that, we could also
make
 more effective use of the incredible collection of liveries made by Brett
 Harrison, which quite a few magnitudes better then the rather bleak ones I
 made for the AI aircraft.

As I have only recently noticed, there are only certain aircraft in my AI
Models folder - and not even close to the same number as I have downloaded
and installed.  This leads me to believe that only certain aircraft make use
of the AI Models directory and either a) those are the only AI Models that
you can have unless you create your own files or b) the other Models are
rendered as AI Aircraft from the original model files anyway.

If it is Option A, then I believe a solution to re-route our current AI
Models directory structure to our original models directory structure should
be implemented along with Stuart's control option to make it so that
separate AI Models would not have to be generated and stored separately.
This would reduce the overall size of FG (although probably not by much),
but it should also have the side benefit of simplifying some of the code
(since there wouldn't be 2 directory structures to do the similar actions),
correct?

If it is Option B, then we already have the file structure in place to use
Stuart's proposed modification to auto-create AI Models which would make
the AI Model tree unnecessary, correct?  Which would also mean that ALL of
our models would also be capable of being AI Models instead of only a
limited few.


Thanks,
Jason
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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Jason Shepard
As far as what you have written here:

1) As I understand this, it basically does exactly the same thing as going
through the individual model files and removing the cockpits/interiors/etc.,
correct?  If that is the case, I find this to be an excellent replacement
for having to depend on each individual modeler to create an AI model file
for every plane they generate.  This should significantly increase the
framerates within the MP environment.  My questions are these:

a)  Would this work on single-player?
b)  If so, would we still have to maintain the AI model files or, with this
patch included, would the AI aircraft be able to be read from the standard
models folder thereby eliminating the needs for an AI branch on the FG
tree?

2) I don't 100% understand how LOD works, but if I get it basically
correctly, LOD reduces the resolution of a model based on the distance from
your viewpoint that it is?  If this is the case, would it not stand to
reason that there should be several different stages of LOD?  For example, a
model made with 2048x2048 textures would be at full resolution within 5nm.
From 5.1nm-10nm, it would be rendered at 1024x1024.  From 10.1nm-20nm, it
would be rendered at 512x512.  Or am I way off-base here?  Is this even
possible?

-Jason

On Thu, Apr 1, 2010 at 5:52 PM, Stuart Buchanan stuar...@gmail.com wrote:

 Hi All,

 A number of people on the forums have mentioned performance issues on
 lower-spec system on MP, particularly due to loading complex models
 for other aircraft causing stuttering.

 In an effort to help with this I've been looking at two fixes:
 1) A control to disable sub-model loading for AI aircraft. This
 effectively stops the model loader from recursing into model tags,
 and therefore stops it from loading any sub-models such as cockpits,
 instruments, pilots etc. Note that this is generally better than
 having a LOD node on the cockpit, because it doesn't even get as far
 as loading the file, nor does the cockpit take up any space in the
 scenegraph
 2) A control to set the LOD for AI aircraft. Currently this is
 hardcoded to 50nm, which is probably too far for most purposes.

 I've got basic patches that allow these controls to be set by
 properties at runtime, but which I think requires a bit more work
 before submission.

 Comments?

 -Stuart


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Re: [Flightgear-devel] Rig of Rods

2010-04-01 Thread Jason Shepard
Actually, their recommended setup is far more than you actually need most of
the time.  Only on certain terrains (known as maps to you guys) or when you
have multiple vehicles present on the map at once in single-player mode, do
framerates become a major issue.  Keep in mind that RoR works on both
DirectX as well as OpenGL, so adjust your settings to see which works better
for you (personally, OpenGL gives me a better detail level, but DirectX runs
faster - others have had the opposite results).

The flight and sail simulations are pretty basic - more game-like than
simulation-like, although the potential is there to make it much better.
However, the vast majority of their userbase (which is LARGE and VERY
active) use this as a game just for the damage modeling and most use it for
offroading, so the flight and sail sections are pretty neglected and not
much is available at this time.  They are also working on incorporating rail
simulation into RoR as well, so that may pop up soon.  Their goal is to be a
good overall simulation system for all types of people and vehicles rather
than an excellent simulation for one type of people and vehicle.

It is, however, a LOT of fun :) :)

-Jason

On Thu, Apr 1, 2010 at 7:10 AM, Michael Smith mdsmi...@highland.net wrote:

 On 4/1/2010 5:44 AM, Heiko Schulz wrote:
  Hi,
 
  In the forum someone send a really interesting link to an OpenSource (GNU
 GPL v3) Simulator, which has features, which are- to be honest- really,
 really outstanding!
 
  http://wiki.rigsofrods.com/pages/Portal/
 
  It contains everyting: Drive-, Sail-, and Flightsimulation.
  It is based on soft-body physics and Blade-Element-Theory.
 
  The graphics are also very nice and allows to use several different
 terrain-models.
 
  I didn't try it yet, the hardware recommendations are pretty hard
 
  Cheers and Happy easter
  Heiko
 
  still in work: http://www.hoerbird.net/galerie.html
  But already done: http://www.hoerbird.net/reisen.html
 
  __
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 This looks pretty interesting...
 I will have to give it a try as I have always wanted a free sailing
 simulator (I just hope that my machine can handle the puppy :)).



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