Bertrand,
apparently I am really doing a bad job expressing myself.
After having read this long post, I had mixed feelings. Posts that
start by something like First of all, I find that you are all doing a
great job are, in most cases, intended to tell the exact opposite.
This is not one of
On Monday 23 April 2012 07:05:58 Renk Thorsten wrote:
See above. All I can say is that I am really, genuinely frustrated with the
way this is going, and so I will simply put the matter to rest, restrict
myself to making my own set of shaders faster and just shut up.
Please don't. Framerate is
On Sunday 22 April 2012 14:46:09 Bertrand Coconnier wrote:
And if, at the end of the day, your
change is not included in FG, will it be that terrible ?
As a user, I would answer this with yes. Water looks fantastic in FG but it's
also taking quite some toll in performance. Since performance
Emilian,
All the sine stuff happens in the fragment shader, so performance is
directly related to the amount of screen pixels covered by water, not on the
amount of vertices. Maybe just testing the pixel depth against the fog
distance
might bring some performance in fogged scenarios, where
Personally, I'd build the best white-box machine I could afford and throw
Linux on it.
Hi Gene,
Once again the point is being missed.
Things like food and shelter are higher up the finances queue than another
computer set-up. Those of you who can afford such luxuries might like to have a
Thorsten wrote:
Vivian: I'm sure this is all very well and good - but what are we meant
to be
testing/doing/patching? Your last patch was all very good - except it only
worked with advanced weather, so I was forced to abandon it.
Needless to say, the last patch did not 'only work with
There's the problem Thorsten. I didn't have the info or the knowledge to
do the second bit.
Neither you nor Emilian honestly could have come up with something like this?
=
var setBasicWeatherScattering = func {
# establish the minimum cloud cover
var max_cover = 5;
for
ThorstenB wrote:
But to be honest, it neither works with central terrasync scenery. We
could never push any updates (such as introducing terrasync scenery with
the new EDDF runway) without immediately breaking consistency with all
previously released FG versions (= their base packages).
We
On Mon, 23 Apr 2012, Vic Marriott wrote:
Personally, I'd build the best white-box machine I could afford and
throw Linux on it.
Hi Gene,
Once again the point is being missed.
Things like food and shelter are higher up the finances queue than
another computer set-up. Those of you who
On Mon, Apr 23, 2012 at 1:17 AM, HB-GRAL wrote:
Just a small question because I’m currently looking to OSM street data
and try to use it for scenery creation ... in your last screenshot of
your improvements I still see buildings on streets (not the streets on
urban textures, I mean the real
On Mon, Apr 23, 2012 at 3:16 AM, Vic Marriott vic...@btinternet.com wrote:
Things like food and shelter are higher up the finances queue than another
computer set-up.
When I take a look at my family (of 4) finances, I see that for what we
spend on food each month (not including going out to
Can we just settle for a general do as much performance optimization
as feasible approach?
Btw:
Is the multithreading feature being actively worked on?
It would at least help to bring modern multi-core CPUs to bear.
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