Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Arnt Karlsen
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread ThorstenB
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.

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread James Turner
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.

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread ThorstenB
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Arnt Karlsen
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.

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Lech Karol Pawłaszek
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Heiko Schulz
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
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.

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread ThorstenB
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread ThorstenB
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,

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
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

[Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread ThorstenB
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread Roland Haeder
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread ThorstenB
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.

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread James Turner
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