Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-12 Thread Arnt Karlsen
On Sun, 11 Jun 2006 14:53:13 -0400, Ampere wrote in message 
<[EMAIL PROTECTED]>:

> On Friday 09 June 2006 21:50, Arnt Karlsen wrote:
> > ..Roberto _ is_ stretching understatement as concept, last years
> > AirVenture put over 10 000 planes on KOSH.  My initial idea
> > was "paint parked planes" with copies of one texture.   Textures is
> > what we "see out the window" in FG and it works on my old junk.
> >
> > ..you're saying "using 20 different a few hundred times each
> > is gonna work better than textures???  "Bring it on!" 8o)
> 
> Textures would work if all those planes are of one type and have the
> same  livery, which is an unrealistic scenario.

..or if the textures covers a row bit of planes.

> A more realistic scene that a user would see (hopefully) in FG is a
> dozen  different types of planes belonging to a dozen different
> airlines.  Using  textures for details would require huge textures per
> aircraft-type per  airline, and would result in performance cost going
> through the roof; and  that's excluding the textures that would be
> already presented in the  airports.

..ok, we're talking "grass with rows of parked planes as seen from the
pattern", nothing fancy.
 
> Performance would still degrade if all those aircraft and buildings
> have high  geometric details, but geometries wouldn't eat up memory as
> quick as textures  would.  Beside, one could always turn off a portion
> of the geometries when  they aren't needed.
> 
> Anyway, I think we are getting a bit ahead of ourselves here. 
> FlightGear  starts to struggle/struggles with merely 10 aircraft on
> the scene.  I don't  think users would be able to see 100 planes in
> the same scene anytime  soon. :P

..hmmm.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.




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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-11 Thread Ampere K. Hardraade
On Friday 09 June 2006 21:50, Arnt Karlsen wrote:
> ..Roberto _ is_ stretching understatement as concept, last years
> AirVenture put over 10 000 planes on KOSH.  My initial idea
> was "paint parked planes" with copies of one texture.   Textures is
> what we "see out the window" in FG and it works on my old junk.
>
> ..you're saying "using 20 different a few hundred times each
> is gonna work better than textures???  "Bring it on!" 8o)

Textures would work if all those planes are of one type and have the same 
livery, which is an unrealistic scenario.

A more realistic scene that a user would see (hopefully) in FG is a dozen 
different types of planes belonging to a dozen different airlines.  Using 
textures for details would require huge textures per aircraft-type per 
airline, and would result in performance cost going through the roof; and 
that's excluding the textures that would be already presented in the 
airports.

Performance would still degrade if all those aircraft and buildings have high 
geometric details, but geometries wouldn't eat up memory as quick as textures 
would.  Beside, one could always turn off a portion of the geometries when 
they aren't needed.

Anyway, I think we are getting a bit ahead of ourselves here.  FlightGear 
starts to struggle/struggles with merely 10 aircraft on the scene.  I don't 
think users would be able to see 100 planes in the same scene anytime 
soon. :P

Ampere


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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Arnt Karlsen
On Thu, 8 Jun 2006 20:40:19 -0400, Ampere wrote in message 
<[EMAIL PROTECTED]>:

> On Friday 09 June 2006 12:06, Roberto Inzerillo wrote:
> > > Texture size has a litle impact on filtering time and a huge one
> > > when card memory is completely filled. In that situation, swapping
> > > begins and very low fps  are encountered.
> >
> > I have to conclude that adding details to an object using textures
> > is much better (from a performance point of view) then adding
> > details to the geometry. Correct?
> 
> Performance impacts from geometry is very minimal compared to that
> from  textures.  You could degrade performance very quickly if you are
> not careful  with textures, but A LOT of vertices would be needed to
> result in the same  kind of performance loss.
> 
> Another problem from using textures is that the details would
> eventually turn  blur when the camera is close enough to the object. 
> This is especially a  problem for buildings -- particularly buildings
> inside an airport, since the  users could observe them very closely. 
> You would never get this problem if  you use geometries for details.
> 
> In conclusion, spend freely on polycount, but be very conservative
> with  textures.
> 
> > Let's say I fly above an airport. Let's say the airport ground is
> > filled with a 100 3d objects (I am not exagerating) 

..Roberto _ is_ stretching understatement as concept, last years 
AirVenture put over 10 000 planes on KOSH.  My initial idea 
was "paint parked planes" with copies of one texture.   Textures is 
what we "see out the window" in FG and it works on my old junk.

..you're saying "using 20 different a few hundred times each 
is gonna work better than textures???  "Bring it on!" 8o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Ampere K. Hardraade
On Friday 09 June 2006 12:06, Roberto Inzerillo wrote:
> > Texture size has a litle impact on filtering time and a huge one when
> > card memory is completely filled. In that situation, swapping begins
> > and very low fps  are encountered.
>
> I have to conclude that adding details to an object using textures is much
> better (from a performance point of view) then adding details to the
> geometry. Correct?

Performance impacts from geometry is very minimal compared to that from 
textures.  You could degrade performance very quickly if you are not careful 
with textures, but A LOT of vertices would be needed to result in the same 
kind of performance loss.

Another problem from using textures is that the details would eventually turn 
blur when the camera is close enough to the object.  This is especially a 
problem for buildings -- particularly buildings inside an airport, since the 
users could observe them very closely.  You would never get this problem if 
you use geometries for details.

In conclusion, spend freely on polycount, but be very conservative with 
textures.

> Let's say I fly above an airport. Let's say the airport ground is filled
> with a 100 3d objects (I am not exagerating) each one consisting of a .ac
> file which includes two versions (high res and low res) of the same object.
> 

Instead of two versions, I would suggest you to create one very-high-detail 
model using geometries instead.  You could divide the details in such a way 
so that they can be removed as the camera moves away.

Ampere


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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Arnt Karlsen
On Fri, 09 Jun 2006 20:49:06 +0200, Robicd wrote in message 
<[EMAIL PROTECTED]>:

> Arnt Karlsen wrote:
> > ..an idea: Can an hangar model be used to make the EAA Museum at
> > KOSH http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the
> > hangar model several times and overlapping at corners to produce the
> > EAA Museum model?  Is this a bad idea?
> 
> Of course it can be and it's not a bad idea, but it wont look good. I 
> prefer modelling those peculiar buildings from scratch 'cause that 
> technique gets much better visual results. Take a look at 
> http://fgfsdb.stockill.org/modeledit.php?id=277 and 
> http://fgfsdb.stockill.org/modeledit.php?id=263 , you will get what I 
> mean. Modelling something that look close to reality makes much more
> fun  to me :-)

.."sustained!"  :o)

> And I've found a few nice picks of that Museum in the meanwhile. That 
> will help me in modelling that in a manner which will not look 
> completely different from reality.
> 
> Your idea is quick and easy, and can be applied when no other solution
>  is at hand IMHO. 

..agreed, and precisely what I meant.

> With such an approach I wouldn't care about z-buffer flickering, it
> would be the latest visual imperfection people will notice at all.

.."overruled!", flickering is acceptable _only_ when you model 
a candle flame.  :o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Frederic Bouvier
Roberto Inzerillo wrote :
> I am not shure I did understand what you mean.
>
> Anyway, I try explaining my point of view and share my opinion. Maybe I am 
> wrong, maybe I miss something. Please comment it.
>
> Let's say I fly above an airport. Let's say the airport ground is filled with 
> a 100 3d objects (I am not exagerating) each one consisting of a .ac file 
> which includes two versions (high res and low res) of the same object.
>
> Flying high above the ground I have a wide visual, it means I see a lot of 
> the underlaying terrain, complete with all of the 100 objects above 
> mentioned. From that point of view I find useless to let the GPU display all 
> the details of the buldings because of the distance, hence I let the GPU 
> render the lowres versions only and its memory does not need to be filled 
> with all the higres versions (complete with textures). 
>
> As soon as I fly down, I come closer to those buildings, untill a point where 
> I wish I see more details of some of them (the closer ones), so I let the 
> .xml 'range' animation display the highres texturized version of those closer 
> buildings. That will use more memory then the lowres non texturized ones, and 
> that will need more GPU calculation because of the increased geometry 
> details. But still I don't see _all_ the 100 buildings at the same distance, 
> the most will stay out of sight, or at least distant enough not  to be 
> rendered at high quality. So I will accept the low res versions to be shown.
>
> Loading and unloading a 3d object from the GPU memory will let the GPU 
> optimize its memory usage and the processor workload. Loading all the objects 
> into GPU memory at once will fill it quick, and could be a waste in case I 
> will not fly down untill the point I really need to see all those details.
>
> E.g. I fly near EDDF airport (which is huge) but don't want to land on it, in 
> this case I really don't need all of EDDF highres buildings to be loaded into 
> GPU memory, as long I stay at high altitude. It's enough to me to see a bunch 
> of lowres buildings which let me perceive their shape from a distance. That 
> memory could be used for Wiesbaden airport buildings' objects instead, where 
> I will land after short time.
> Of course, those airport buildings could not be OBJECT_SHARED since they are 
> not shared at all, every airport has its own hangars, terminals, fire 
> stationa and so on.
>
> What's your opinion about that?
>   

That doesn't work like that. All the bits found in a .ac file is loaded
in memory, as well as referenced texture files. Then uncompressed bitmap
( for now - S3 Texture compression can/could improve that ) are stored
in the GPU memory. Geometry of all objects in the .ac file are compiled
into display lists and also stored in GPU memory.
This is done at load time.

At run-time, the range animation, as well as frustum culling, determines
what is displayed ( the low-res geometry, the hi-res geometry or nothing
because it is not in the field of view ), or what display list and what
textures are sent to the framebuffer after transformations. Only static
objects and terrain tiles are removed from memory when the tile manager
decide they are beyond the horizon. When doing that, the GPU memory used
for model textures and display list are returned to the GPU heap. Shared
objects stay in memory, and their textures and display lists are not
released until the halt of FG.

-Fred

-- 
Frédéric Bouvier
http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer




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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Paul Surgeon
On Friday 09 June 2006 20:50, Mathias Fröhlich wrote:
> Well, all that Fred writes is true as long as the sum of all textures used
> for the scene fits into texture memory of your graphics card. So using many
> huge textures will hurt users of small graphics cards.

Maybe it's time someone clever adds some code to adjust FG's graphics quality 
based on performance like is done in lots of games and MSFS.

i.e. If a user has a graphics card with 64MB of VRAM and we want to load 80MB 
or textures then downscale some of the textures or use texture compression 
automatically in the background.

Using a brute force approach like we do in FG only really works well for 
things like game consoles where all the user's hardware is 100% identical and 
you can tweak the software to run within the system specs.
PC platforms are too diverse for the brute force approach to work very well.

Paul


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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Mathias Fröhlich

On Friday 09 June 2006 17:03, Frederic Bouvier wrote:
> Graphic cards are optimized to texture objects. The greatest penalty is
> when you do state changes. A state is all attributes that affect the
> rendering of a primitive ( point, line or triangle ). A color change is
> heavy as well as a texture change. The new Paris Scenery can display lots
> of identical building just because they use the same texture. That way, you
> can draw hundreds of building with a single state change. If these
> buildings where designed using 2 textures, there will be 2 state changes
> for each building, so hundreds of state changes, and that wouldn't be
> playable.
>
> Texture size has a litle impact on filtering time and a huge one when card
> memory is completely filled. In that situation, swapping begins and very
> low fps  are encountered.
>
> > There's another question. I am used to creating high detailed objects for
> > low distance view and a second low detailed copy for high distance view.
> > That speeds up the simulator when the object is distant but ... does FGFS
> > unload the unused high detailed 3d object (and its texture file) from the
> > graphic cards memory?
>
> The complete model stay in memory, as well as textures. There is a gain
> because less primitives and less state changes are processed by the GPU.
> LOD has also an effect on the visual because displaying sub pixel features
> usually creates flickers.
>
> Using Shared models helps saving memory. That way, only one model is
> loaded, and it is displayed multiple times. With static objects, every
> instance is loaded in memory, with duplicates on geometry and textures.
> Changing OBJECT_STATIC to OBJECT_SHARED helped having a decent fps over
> Paris, as well as reducing texture size to avoid GPU memory saturation.

Well, all that Fred writes is true as long as the sum of all textures used for 
the scene fits into texture memory of your graphics card. So using many huge 
textures will hurt users of small graphics cards.

So, looking at the size of the textures used for the models might be a good 
idea anyway.

Also unused areas of testures should be avoided since this also takes memory 
on the graphics card even if that is not mapped to triangles.

... just don't waste graphics card memory for textures not really required.

   Mathias

-- 
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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Robicd

>>Using Shared models helps saving memory. That way, only one model is
>>loaded, and it is displayed multiple times. With static objects, every
>>instance is loaded in memory, with duplicates on geometry and
>>textures. Changing OBJECT_STATIC to OBJECT_SHARED helped having a
>>decent fps over Paris, as well as reducing texture size to avoid GPU
>>memory saturation.


Arnt Karlsen wrote:
> ..an idea: Can an hangar model be used to make the EAA Museum at KOSH
> http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the hangar
> model several times and overlapping at corners to produce the EAA Museum
> model?  Is this a bad idea?

Of course it can be and it's not a bad idea, but it wont look good. I 
prefer modelling those peculiar buildings from scratch 'cause that 
technique gets much better visual results. Take a look at 
http://fgfsdb.stockill.org/modeledit.php?id=277 and 
http://fgfsdb.stockill.org/modeledit.php?id=263 , you will get what I 
mean. Modelling something that look close to reality makes much more fun 
to me :-)

And I've found a few nice picks of that Museum in the meanwhile. That 
will help me in modelling that in a manner which will not look 
completely different from reality.

Your idea is quick and easy, and can be applied when no other solution 
is at hand IMHO. With such an approach I wouldn't care about z-buffer 
flickering, it would be the latest visual imperfection people will 
notice at all.

Roberto



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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Arnt Karlsen schrieb:
> On Fri, 09 Jun 2006 17:03:58 +0200, Frederic wrote in message 
> <[EMAIL PROTECTED]>:
> 
>> Using Shared models helps saving memory. That way, only one model is
>> loaded, and it is displayed multiple times. With static objects, every
>> instance is loaded in memory, with duplicates on geometry and
>> textures. Changing OBJECT_STATIC to OBJECT_SHARED helped having a
>> decent fps over Paris, as well as reducing texture size to avoid GPU
>> memory saturation.
> 
> ..an idea: Can an hangar model be used to make the EAA Museum at KOSH
> http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the hangar
> model several times and overlapping at corners to produce the EAA Museum
> model?  Is this a bad idea?

If all models have the same elevation you might get problems due to
z-buffer fighting (it'll flicker).
You also need to draw more triangles (= slower) but you'll send less
data through the bus to the card (= faster).

So, IMHO, just try it and have a look at the result (especially with a
16bit colour setting as it might produce increased z-buffer fighting)

CU,
Christian

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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Arnt Karlsen
On Fri, 09 Jun 2006 17:03:58 +0200, Frederic wrote in message 
<[EMAIL PROTECTED]>:

> Using Shared models helps saving memory. That way, only one model is
> loaded, and it is displayed multiple times. With static objects, every
> instance is loaded in memory, with duplicates on geometry and
> textures. Changing OBJECT_STATIC to OBJECT_SHARED helped having a
> decent fps over Paris, as well as reducing texture size to avoid GPU
> memory saturation.

..an idea: Can an hangar model be used to make the EAA Museum at KOSH
http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the hangar
model several times and overlapping at corners to produce the EAA Museum
model?  Is this a bad idea?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Roberto Inzerillo
> Graphic cards are optimized to texture objects. The greatest penalty is 
> when you do state changes. A state is all attributes that affect the
> rendering of a primitive ( point, line or triangle ). A color change is
> heavy as well as a texture change. The new Paris Scenery can display
> lots of identical building just because they use the same texture.
> That way, you can draw hundreds of building with a single state change.
> If these buildings where designed  using 2 textures, there will be 2
> state changes for each building, so hundreds of state
> changes, and that wouldn't be playable.

I think I will use just one texture for every object.

My first thought was to build a low res object (without texture) for high 
distance view and a high res texturized object for small distance view.
Id est I will have a single .ac file with two objects inside, and a .xml 
'range' animation which switches between them regarding the distance of the 
viewer. That way I will achieve acceptable quality and speed when the viewer is 
far away and very accurate visual quality (at the cost of some lower 
performance) when the observer is very close to the obejct.
But I really don't want visual quality at heavy expense of rendering speed.


> Texture size has a litle impact on filtering time and a huge one when
> card memory is completely filled. In that situation, swapping begins
> and very low fps  are encountered.

I have to conclude that adding details to an object using textures is much 
better (from a performance point of view) then adding details to the geometry. 
Correct?


> The complete model stay in memory, as well as textures. There is a gain 
> because less primitives and less state changes are processed by the GPU.
> LOD has also an effect on the visual because displaying sub pixel
> features usually creates flickers.
>
> Using Shared models helps saving memory. That way, only one model is 
> loaded, and it is displayed multiple times. With static objects, every
> instance is loaded in memory, with duplicates on geometry and textures.
> Changing OBJECT_STATIC to OBJECT_SHARED helped having a decent fps over
> Paris, as well as reducing texture size to avoid GPU memory saturation.


I am not shure I did understand what you mean.

Anyway, I try explaining my point of view and share my opinion. Maybe I am 
wrong, maybe I miss something. Please comment it.

Let's say I fly above an airport. Let's say the airport ground is filled with a 
100 3d objects (I am not exagerating) each one consisting of a .ac file which 
includes two versions (high res and low res) of the same object.

Flying high above the ground I have a wide visual, it means I see a lot of the 
underlaying terrain, complete with all of the 100 objects above mentioned. From 
that point of view I find useless to let the GPU display all the details of the 
buldings because of the distance, hence I let the GPU render the lowres 
versions only and its memory does not need to be filled with all the higres 
versions (complete with textures). 

As soon as I fly down, I come closer to those buildings, untill a point where I 
wish I see more details of some of them (the closer ones), so I let the .xml 
'range' animation display the highres texturized version of those closer 
buildings. That will use more memory then the lowres non texturized ones, and 
that will need more GPU calculation because of the increased geometry details. 
But still I don't see _all_ the 100 buildings at the same distance, the most 
will stay out of sight, or at least distant enough not  to be rendered at high 
quality. So I will accept the low res versions to be shown.

Loading and unloading a 3d object from the GPU memory will let the GPU optimize 
its memory usage and the processor workload. Loading all the objects into GPU 
memory at once will fill it quick, and could be a waste in case I will not fly 
down untill the point I really need to see all those details.

E.g. I fly near EDDF airport (which is huge) but don't want to land on it, in 
this case I really don't need all of EDDF highres buildings to be loaded into 
GPU memory, as long I stay at high altitude. It's enough to me to see a bunch 
of lowres buildings which let me perceive their shape from a distance. That 
memory could be used for Wiesbaden airport buildings' objects instead, where I 
will land after short time.
Of course, those airport buildings could not be OBJECT_SHARED since they are 
not shared at all, every airport has its own hangars, terminals, fire stationa 
and so on.

What's your opinion about that?

   Roberto

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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Frederic Bouvier
Quoting Roberto Inzerillo:

> I wonder how do textures impact on fps against simply colored 3d objects.
>
> I have a bunch of raw 3d objects to put into a scenery, they look very rough
> because of lack of details. Fps performance is very good. Well, I could make
> them look much nicer by applying textures to them. This will eat graphic
> card's memory of course, but I really don't know if that will impact on
> graphic performance as well. Will I get a drop down performance just by
> applying textures? Or the only effect will consist in eating up all the AGP
> card memory?

Graphic cards are optimized to texture objects. The greatest penalty is when you
do state changes. A state is all attributes that affect the rendering of a
primitive ( point, line or triangle ). A color change is heavy as well as a
texture change. The new Paris Scenery can display lots of identical building
just because they use the same texture. That way, you can draw hundreds of
building with a single state change. If these buildings where designed using 2
textures, there will be 2 state changes for each building, so hundreds of state
changes, and that wouldn't be playable.

Texture size has a litle impact on filtering time and a huge one when card
memory is completely filled. In that situation, swapping begins and very low
fps  are encountered.

> There's another question. I am used to creating high detailed objects for low
> distance view and a second low detailed copy for high distance view. That
> speeds up the simulator when the object is distant but ... does FGFS unload
> the unused high detailed 3d object (and its texture file) from the graphic
> cards memory?

The complete model stay in memory, as well as textures. There is a gain because
less primitives and less state changes are processed by the GPU. LOD has also
an effect on the visual because displaying sub pixel features usually creates
flickers.

Using Shared models helps saving memory. That way, only one model is loaded, and
it is displayed multiple times. With static objects, every instance is loaded in
memory, with duplicates on geometry and textures. Changing OBJECT_STATIC to
OBJECT_SHARED helped having a decent fps over Paris, as well as reducing
texture size to avoid GPU memory saturation.

-Fred

--
Frédéric Bouvier
http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer


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