Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-28 Thread thorsten . i . renk

Hi Cathy,

 Let me know if you'd like some performance tests.

 My system is relatively old and slow.  Without local weather on, no
 shadows, no 3D clouds, and no material shaders, I typically get frame
 rates around 20.  With no local weather, shadows on, 3D clouds on,
 material shaders on, I get 2 - 4 fps.  Material shaders and 3D clouds
 both cause big hits to frame rate.

Hm, it'd be interested if you can run light cloud configurations at all
with decent framerates.

I'm fairly certain that some multilayer overcast cloud configs will mean
instand death for your system, but the ones with relatively low cloud
count (say, higher pressure, morning flights to keep convective clouds
down or island hopping, relatively low visible range ~15 - 20 km, maybe
also no detailed clouds) might be easier on your system than the standard
layers.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread thorsten . i . renk
 How about using plain old textured plane crosses for clouds at bigger
 distances? (the way trees are done, only with a (or several) horizontal
 plane(s) added)
 These might work better for bigger structures like cumulonimbus, and
 such,
 too, as you can control the shape a bit. (no fancy shader needed ;) )

I don't think that works.

Issue 1: I have never been able to work out a geometry for a static,
believable cloud. I have tried plane crosses, intersecting spheres and
ellipsoides, stacks of curved sheets, bubble foam geometries,... no joy,
all looked quite bad even from some distance. I have tried for a month, no
success. However, you are one of the best 3d modellers around here - so
maybe you can pull it off.

Issue 2: Shading - if faraway clouds are not shaded, they look unrealistic
if nearby clouds are shaded away from the sun. If they are shaded, I don't
see how the shading of any static geometry will be able to mimick the
shading of the rotated sheets - especially plane crosses look very
different when shaded.

Issue 3: Transitions approaching the cloud: Nearby clouds are created as
random stacks of different cloudlets - so there's no way one could know in
advance how the detailed version of the cloud will look. Therefore, the
faraway proxy and the nearby realistic cloud will almost certainly look
differently, and this will give you a rather ugly transition.

Issue 4: Transitions leaving the cloud: Nearly as bad - once in the
scenery, I make no distinction of what a cloud is, individual textures are
on their own - in principle a cloud can partially decay, merge with a
different one, merge with a layer, separate itself from a layer,... That
goes along with nature where 'cloud' is also not a well-defined object. So
in going from a multi-texture stack to a single static model, you'd
somehow group clouds again and make a decision which of your textured
surfaces are supposed to represented by the placeholder. Consider an
undulatus pattern - what is it you'd replace - the whole layer, one strand
of clouds, parts of a strand where it is disconnected? How do you group
technically - you'd somehow probe the whole geometry and match it to some
predefined pattern. You also can't store the info what a cloud is supposed
to be at creation time, because clouds are allowed to evolve and to
change.

So, looking into the details, it's really far from trivial how to use
placeholders, and that is why I haven't been able to work out a viable
scheme.

 I'll have a go at retexturing, redimensioning and choping this weekend if
 that's ok with you.

Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
version should go into GIT.

Based on the Electra responses in the forum, dds doesn't seem to run for
everyone without problems...

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread Emilian Huminiuc
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:

 Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
 tarball and I host that for the time being as a dds texture patch to Local
 Weather so that people can test what works better for them. Once we know
 how this affects different systems, we can decide what to do and which
 version should go into GIT.
 

I'll probably put them up on a project at gitorious.org, with versions of the 
.ac's referencing both .dds and .png (for easy switching between the two).

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread Catherine James
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
version should go into GIT.

Is this an area where you are looking for performance tests on different 
systems?  I have FG 2.0 and the git-master build installed, and I'm in the 
process of setting up to build and run git-next.  I have a version of local 
weather installed and I've been playing with it, but I'm sure it's not the 
latest.

Let me know if you'd like some performance tests.

My system is relatively old and slow.  Without local weather on, no shadows, no 
3D clouds, and no material shaders, I typically get frame rates around 20.  
With no local weather, shadows on, 3D clouds on, material shaders on, I get 2 - 
4 fps.  Material shaders and 3D clouds both cause big hits to frame rate.

Video card is a GEForce FX 5500.  System memory (not video card memory) is 1 G. 
Processor is AMD Athlon(TM) XP 2500+, 1.8GHz.  If this is too fossilized a 
system to be useful to you, just let me know. :-)

--Cathy


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[Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
 The main thing that bugs me with the system is that the view frustum
 culling
 around the edges of the screen is visible, so you continuously see the
 clouds being created and disappearing at the edges of the screen as you
 turn
 or change views.  If it was once in a while I could live with it, but
 it's continuous and perpetual and distracts from the
 overall experience. :-(

Hm, from the description this could be one of two things:

1) Clouds are 2d sheets placed into the scenery with a true orientation,
then the shader matrix magic grabs them and rotates them into an apparent
orientation. However, generically a sheet can be outside the view when
unrotated but in view when rotated while the shader acts (and rotates)
only when the object in its true orientation is inside the field of view.
Thus, for relatively large cloudlets and in directional corridors, it can
happen that an object would be in view, but isn't actually shown, i.e. a
cloud suddenly vanishes at the edge because the true position of the
vertices is no longer in the field of view, although the apparent still
would be.

There are a few solutions inside Local Weather to lessen the problem, e.g.
using smaller cloudlets at the expense of performance, down-scaling of
models in the shader so that the true model is much larger and more likely
to be in view than the apparent model. A clean overall solution would
involve applying the shader to objects slightly ouside the view. I suspect
that effect is also there for the default 3d clouds, although less
pronounced since they use on average smaller cloudlets.

All in all, I find this effect mild, I usually don't even notice it and it
goes away when you turn by 90 degrees (and hence true and apparent
orientation coincide). It bothers me about as much as trees suddenly being
drawn once you reach a certain distance to a forest-textured area... just
a little bit.

2) A while ago a video was posted here

http://www.easy-share.com/1912919971/Clouds03.mpg

which showed a view from the front window with many clouds. When the view
changed to the side window, for a second empty sky was visible, which then
rapidly filled with reloading cloud models.

What you describe here sound pretty much like that, and that is very
annoying.

It's not something I have ever seen on my computer, for me clouds behave
just as the default clouds, i.e. they are already there when I turn my
view, there is no culling and redrawing happening. For the case in the
video, I have verified that the effect doesn't come from within Local
Weather (I asked to switch off all Nasal loops which load and unload
clouds, and the effect remained unchanged).

My suspicion is that it is generic at least for Nasal-spawned models, i.e.
if you would place 1000 objects with the ufo around you and turn the view
rapidly, you would see the same thing.

I have never been to observe it in either 2.0.0 or any of my GIT pulls and
with no version of OSG I've ever compiled against. In short I have no clue
what it is, but I know that the problem lies outside the Local Weather
package.

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 10:01:33 thorsten.i.r...@jyu.fi wrote:
  The main thing that bugs me with the system is that the view frustum
  culling
  around the edges of the screen is visible, so you continuously see the
  clouds being created and disappearing at the edges of the screen as you
  turn
  or change views.  If it was once in a while I could live with it, but
  it's continuous and perpetual and distracts from the
  overall experience. :-(
 
 Hm, from the description this could be one of two things:
 

 
 2) A while ago a video was posted here
 
 http://www.easy-share.com/1912919971/Clouds03.mpg
 
 which showed a view from the front window with many clouds. When the view
 changed to the side window, for a second empty sky was visible, which then
 rapidly filled with reloading cloud models.
 
 What you describe here sound pretty much like that, and that is very
 annoying.
 
 It's not something I have ever seen on my computer, for me clouds behave
 just as the default clouds, i.e. they are already there when I turn my
 view, there is no culling and redrawing happening. For the case in the
 video, I have verified that the effect doesn't come from within Local
 Weather (I asked to switch off all Nasal loops which load and unload
 clouds, and the effect remained unchanged).
 
 My suspicion is that it is generic at least for Nasal-spawned models, i.e.
 if you would place 1000 objects with the ufo around you and turn the view
 rapidly, you would see the same thing.
 
 I have never been to observe it in either 2.0.0 or any of my GIT pulls and
 with no version of OSG I've ever compiled against. In short I have no clue
 what it is, but I know that the problem lies outside the Local Weather
 package.
 
 * Thorsten
 
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now that I 
think of it it looks and behaves like graphics card memory bandwidth issue, 
maybe it is cured with the image cache set with CACHE_ALL? as by adding some 
more sistem RAM things haven't improved here.


At one point I thought it was because of your code, as I remember something 
about a custom culling thing in there (maybe I remember wrong, or understood 
something wrong).

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
 This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now
 that I
 think of it it looks and behaves like graphics card memory bandwidth
 issue,
 maybe it is cured with the image cache set with CACHE_ALL? as by adding
 some
 more sistem RAM things haven't improved here.

Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
version makes all the difference, that would argue against a graphics card
issue (or maybe I'm missing something, I'm not a hardware specialist
either...).


 At one point I thought it was because of your code, as I remember
 something
 about a custom culling thing in there (maybe I remember wrong, or
 understood something wrong).

The code has an option 'asymmetric buffering' which does remove clouds
from the scenery to improve performance. However, there are several
reasons to think that this has nothing to do with what is observed:

1) 'asymmetric buffering' removes clouds in the backward hemisphere of the
airplane, not of the view axis, i.e. you can turn the view to look into
the rear of the plane and see the gap in the clouds. If the effect depends
on the view axis, it must be something else.

2) 'asymmetric buffering' is off by default, it doesn't (ot at least it
shouldn't) do anything unless you activate it

3) the effect of clouds (dis-)appearing when the view changes persists if
all running Nasal code of Local Weather is terminated

4) the effect is somehow system dependent - I have never ever seen it,
others never got rid of it.

So unless there is a fairly developed conspiracy of bugs which somehow
mixes plane orientation and view axis, improperly reads out options and
keeps loops running despite a termination signal, it can't be related.

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 11:31:57 thorsten.i.r...@jyu.fi wrote:
 Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
 version makes all the difference, that would argue against a graphics card
 issue (or maybe I'm missing something, I'm not a hardware specialist
 either...).
 
 * Thorsten

If the card is sharing system RAM, it might not run out of bandwidth, but 
would certainly draw things slower afterwards. Since in the default config each 
cloud drawn requests a new copy of the texture, and that happens for a lot of 
them at once (since if an object is culled, I understand that it's texture 
might get flushed from the VRAM), it might be reaching the hardware limits.

If your card is sharing system ram, if this happens it will throttle the 
card's output, as the whole frame draw is slower. On cards that don't share 
system ram, I'm guessing the card just draws what's available, and loads the 
other object later...

I'm not a hardware specialist either, just guessing and throwing ideas into 
the mix.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Or maybe the mobile card's design is a bit different, or a bit newer and might 
have better memory specs.(bandwidth, timings, size etc...)

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see 
if that makes a difference.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 11:57:38 Emilian Huminiuc wrote:
 Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and
 see if that makes a difference.

Yep things improve, noticeably. And I'm more convinced it's a lack of gpu 
memory issue (as in it gets filled up pretty quick with the clouds), as I 
caught a glimpse of scenery getting redrawn too.
(this with a warmfront over tncm, before I couldn't change the view direction 
at all, as that would cause massive redraws in the clouds, and fps woud drop 
dramaticaly)
So cache-ing helps somewhat. 
I guess it's hitting the limit of my gpu memory, at least here...

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
 Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
 memory issue (as in it gets filled up pretty quick with the clouds), as I
 caught a glimpse of scenery getting redrawn too.

You may be right - I looked up the specs of my computer, and it seems I
have 512 MB VRAM, so that's a difference.

What would then reduce memory consumption to see if the problem goes away?
Using lowres textures? Using fewer clouds? Can you play with the Local
Weather cloud generation menu to see if there's a number beyond which
problems start?

Or simply reduce the view range in the config menu to see if the problem
goes away?

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
  Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
  memory issue (as in it gets filled up pretty quick with the clouds), as I
  caught a glimpse of scenery getting redrawn too.
 
 You may be right - I looked up the specs of my computer, and it seems I
 have 512 MB VRAM, so that's a difference.
 
 What would then reduce memory consumption to see if the problem goes away?
 Using lowres textures? Using fewer clouds? Can you play with the Local
 Weather cloud generation menu to see if there's a number beyond which
 problems start?
 
 Or simply reduce the view range in the config menu to see if the problem
 goes away?
 
 * Thorsten

Quick and easy way out, compressed textures for the clouds as in .dds textures 
:D
(sorry about that, couldn't help myself :P)

I've played around a bit with the config settings, the greatest effect was 
noticed with the visible range slider, and max clouds in loop.
The most efficient way seems to have everything else maxed out, and selected.
Visible range hits really hard 25 km here. (this is the biggest hitter, I 
guess it's to be expected since this increases the area drawn)
Max clouds in loop  0.3-0.4 of the slider (I'd guess about 200 km ?) (too bad 
the sliders don't display the actual value somewhere :( )
(with the visible range to the minimum: max clouds in loop has very mild 
adverse effects when increased)

Also massive effects where noticed when disabling any of the buffering options, 
or lowering their value. (I guess system ram helps here)

Back to the efficiency thingy, clouds further out (20 km ?) should really be 
big boxes, as it's not worth it do draw them one by one, don't know how to 
solve this but I guess we could come up with an idea that's both visually 
pleasing and efficient to draw.
One thing i'm thinking, is that the range animation drawback can be overcome 
by doing it in your code, like selecting the big box version for clouds that 
are a certain range out from the POV? (iterations in the nasal code seem to 
work pretty fast, it's just the gpu cannot keep up with them)


HTH

Emilian

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 13:38:38 Emilian Huminiuc wrote:
 On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
   Yep things improve, noticeably. And I'm more convinced it's a lack of
   gpu memory issue (as in it gets filled up pretty quick with the
   clouds), as I caught a glimpse of scenery getting redrawn too.
  
  You may be right - I looked up the specs of my computer, and it seems I
  have 512 MB VRAM, so that's a difference.
  
  What would then reduce memory consumption to see if the problem goes
  away? Using lowres textures? Using fewer clouds? Can you play with the
  Local Weather cloud generation menu to see if there's a number beyond
  which problems start?
  
  Or simply reduce the view range in the config menu to see if the problem
  goes away?
  
  * Thorsten
 
 Quick and easy way out, compressed textures for the clouds as in .dds
 textures

that is, small textures, 1/cloud model.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:

  The most efficient way seems to have everything else maxed out, and
  selected.
 
 Not always. Asymmetric buffering is good if you fly straight, but very bad
 if you circle - for soaring it's completely unsuitable as you'd constantly
 shuffle things in and out of the buffer. With CACHE_ALL it's probably more
 efficient than it used to be...

Well I was up at 50k ft, with the ufo, looking around, max fov, and it isn't 
as bad (sure there's some redrawing visible at the edges) but it certainly was 
worse with any decrease in any of the buffering options.

  Visible range hits really hard 25 km here. (this is the biggest hitter,
  I
  guess it's to be expected since this increases the area drawn)
  Max clouds in loop  0.3-0.4 of the slider (I'd guess about 200 km ?)
  (too bad
  the sliders don't display the actual value somewhere :( )
 
 The slider really represents an number (from 100-400) - the range is
 derived from that number dependent on the density of clouds.

mdap, typo on my part (was thinking about the range at wich clouds shoud 
become boxes, hence the km ;) )

 I've been thinking about the problem for a year now (my rational was that
 layered clouds from 30.000 ft should be visible for much more than 55 km,
 and the only way to do that is using sheets. I haven't been able to come
 up with a viable solution :-( So if you have one, let me know... it's a
 much harder problem than one would assume naively.
 
 Cheers,
 
 * Thorsten
How about using plain old textured plane crosses for clouds at bigger 
distances? (the way trees are done, only with a (or several) horizontal 
plane(s) added)
These might work better for bigger structures like cumulonimbus, and such, 
too, as you can control the shape a bit. (no fancy shader needed ;) )


BTW: 
A question for our more knowledgeable graphics coders: I don't know if and how 
this is affecting the VRAM usage, or gpu performance, shouldn't we have the 
default wrapping mode for textures on models (not terrain) set to clamp, not 
repeat (as most usualy use parts of one bigger texture, or it's extents), and 
use repeat only where that's needed? 
(that is if that's what the wrap-s/ wrap-t/ tags control in the texture 
definiton inside the effect files)


Emilian

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
  Quick and easy way out, compressed textures for the clouds as in .dds
  textures
  
  :D
  
  (sorry about that, couldn't help myself :P)
 
 I doubt it's a general solution since I get 30% framerate reduction for
 dds textures. But you can do it for yourself and see if it helps your case
 - all models and texture sheets are in Models/Weather/.
 
 Cheers,
 
 * Thorsten

Well, sorry to dissapoint ;) you, but with everything converted to .dds 
(with pregenerated mipmaps), there's a HUGE improvement in performance. Now I 
can have everything maxed out, sure you see some redraw, but there's a very 
small performance hit when that happens.

With conservative settings, once evrything is loaded there's almost no 
noticeable impact when rotating the view anymore.

Almost same conditions as before. Almost, because I've done the tests with the 
lowpressure tile, and not with creating a custom setting in the Local weather 
dialogue.

conversion done with :
nvcompress -alpha -bc3 -repeat file.png file.dds

(I'm thinking you have to specify -alpha if the source has an alpha channel, 
maybe there's some optimisation at work there, also pregenerated mipmaps help)
size of all rgb textures is 43.5 MB
size of all dds textures is 38.8 MB , 
so size on disk is a nonissue.. sure in some cases it might increase 
dramatically, but here it isn't the case.

Off to fly the electra in some tropical thunderstorm :P.

Emilian.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Nice white-out or rather gray-out when entering the rainy bit :) . (Not 
recommended with a plane that has no interior :P )

As for texture sizes, I think that those that are 6-9/sheet can be converted 
to 6-9 textures of 256x256, for the rest I think it depends on their shape, 
and of course actual cloud model dimensions. This way I think we save some 
memory from all those unused transparent areas in each of those sheets. Also 
elongated shapes should be stretched, to minimize the amount of complete 
transparent areas in the textures (if the models are textured corectly, then 
the correct shape of the cloud should be restored at runtime).

I'll have a go at retexturing, redimensioning and choping this weekend if 
that's ok with you.

Greetings,

Emilian






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