On Sun, 21 Nov 2010 00:03:20 +0100, ThorstenB wrote in message
aanlktikpx4+f=+esonhdyuzegluthey5tn1ywo8oj...@mail.gmail.com:
If you refer to the fps _before_ the splash screen is dropped, then
this is normal. So far, we were burning CPU time at 100fps while the
splash screen was active. This
On Sun, Nov 21, 2010 at 11:35 AM, Arnt Karlsen wrote:
..maybe either hide the fps display or use it to tell
what's going on until the splash screen events are all
done?
Right. Accidentally that's exactly what I looked into after
yesterday's discussion.
On 21 Nov 2010, at 11:37, Heiko Schulz wrote:
The problem isn't while the splash screen- it occurs for several seconds
after splash screen dissapeared- this will be the problem.
After that fps is stable, and really good ( I'm just flying above the alps,
visibility 71km, all shaders incl.
On Sun, Nov 21, 2010 at 12:37 PM, Heiko Schulz wrote:
The problem isn't while the splash screen- it occurs for several seconds
after splash screen dissapeared- this will be the problem.
Yes, that is understood. Still, at least showing 1-2fps in the splash
screen phase can be avoided, since
On Sun, 21 Nov 2010 11:37:08 + (GMT), Heiko wrote in message
749593.33206...@web29520.mail.ird.yahoo.com:
But maybe the first seconds will prevent us from new users?
..only a few odd Wintendo game review writers on tight
deadlines, I guess, so I suspect it is worth fixing,
say with e.g.
On 11/21/2010 02:59 AM, Heiko Schulz wrote:
Hi,
But I must admit- when the fps are stable, and tiles are loaded- perfomance
is so much better! Wow!
With all shaders enabled!
www.hoerbird.net/fgfs-screen-069.png
www.hoerbird.net/fgfs-screen-070.png
www.hoerbird.net/fgfs-screen-071.png
Hi,
Hello.
Just for the record - it looks (on your screenshots) like
the plane is
transparent from the inside. Just look at the first and the
last
picture. You can see the ground through windows. Is it a
(known) bug?
Kind regards,
if you look closer you will see that it is the
Hi,
Getting the splash screen down faster on startup and
re-position is a huge win here - excellent.
James
But needs more time to get a stable and usuable fps...about 30seconds here with
latest GIT from today.
On Sat, Nov 20, 2010 at 10:41 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
But needs more time to get a stable and usuable fps...about 30seconds here
with latest GIT from today.
Right, the splash screen is down early now, while FG is still busy
loading more distant scenery areas. Loading in the
Hi,
Right, the splash screen is down early now, while FG is
still busy
loading more distant scenery areas. Loading in the
background may
affect fps - however this is the same effect as experienced
during a
flight whenever a scenery area is crossed - since this
triggers the
same loading
On Sat, Nov 20, 2010 at 11:48 PM, Heiko Schulz wrote:
Not yet completly tested, but I notice the first 30 seconds of startup fps of
1-2.
Imagine the same fps when loading new tiles would make FGFS pretty unusuable
for me
If you refer to the fps _before_ the splash screen is dropped,
Hi,
If you refer to the fps _before_ the splash screen is
dropped, then
this is normal.
I refer on the first 30 sec after the splash_screen is dropped, and aircraft
and scenery etc. appears
HHS
--
Beautiful is
Hi,
But I must admit- when the fps are stable, and tiles are loaded- perfomance is
so much better! Wow!
With all shaders enabled!
www.hoerbird.net/fgfs-screen-069.png
www.hoerbird.net/fgfs-screen-070.png
www.hoerbird.net/fgfs-screen-071.png
Thanks for this improvement!
Cheers
HHS
Another heads up: I've pushed an update for scenery tile management.
It's a follow-up to the recent patch fixing random empty scenery
patches, providing some more improvements:
* Priorities for tile loading. Tiles are now loaded in innermost to
outermost order. Means a better optical effect when
Hi,
All new bugs are mine, so let me know if you noticed anything was
broken now. Some improvements mainly show when using higher
visibilities. But remember: RAM requirements haven't changed with
this update. The visibility (distance) still has a massive impact on
the number of loaded
From: Roland Haeder r.hae...@gmx.de
I have 15 FPS here with a GeForce 9500 GT (MSI) and a quad-core. How
can I change that draw distance? It is really far. :(
The visibility shouldn't have changed with this update - except that
the visibility selected at start-up is immediately effective now.
I have 15 FPS here with a GeForce 9500 GT (MSI) and a quad-core.
How
can I change that draw distance? It is really far. :(
The visibility shouldn't have changed with this update - except that
the visibility selected at start-up is immediately effective now.
You can set a fixed
On 19 Nov 2010, at 14:29, ThorstenB wrote:
All new bugs are mine, so let me know if you noticed anything was broken now.
Some improvements mainly show when using higher visibilities. But
remember: RAM requirements haven't changed with this update. The
visibility (distance) still has a
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