Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread George Patterson
On 7 February 2012 03:24, Chris Wilkinson  wrote:
> It is a very mixed bag when it comes to screenshots - some look good, some
> look old (bad?), some look fake - surely that would be a give-away to warn
> people away from it? :-)
>

And the 419 Nigerian scams doesn't work. Surely the suggestion of
winning X million British Pounds from Microsoft would be a give away?

On a serious note, do we know if they have updated "their" product? Or
just new and improved packaging?

Regards


George

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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Heiko Schulz
Thorsten,

>> And especially in FGFS not really Vertices is one of the big problems,
>> but .xml's and nasal-scripts.

>No, you can't say that in general. It quite depends on what you do and
>what options you use. Whatever you compute, it costs some amount of
>resource, and how long your frame takes is determined by the slowest
>element.

Gary adressed those creating the 3d-models and aircraft in FGFS.

Of course, logically you will always run out of GPU power at a certain vertice 
count which inludes all vertices (aircraft, terrain, clouds, trees...). But 
GPU's getting better and better today, but still the shape of the aircraft does 
not need hundred of vertices to make it look smooth. 

And yes, terrain itself has a big influence on framerate and perfomance.
I can remember very good the time (2006/07 ??) when the first detailed Custom 
Scenery made by Martin Spott and Ralf Gerlich came out- I noticed a good hit on 
the frame rate, which was only due the more use of terrain-vertices. But that 
was with an old one-core processor and a very old GeForce 5200...

Today I notice that even increasing the visibility no real framerate hit- even 
with 120km visibility. But a big increase of RAM-Usage.

But again: Gary was talking about 3d-models like aircraft. 
And that was what I adressed as well.

I experimented a bit with the different aircraft, and it always turned out that 
especially Nasal-scripts, and sometimes some .xml's has an big influence of 
perfomance. Bigger than an high vertice count. 


Problem is- this behavior depends a very lot on the hardware. In the forum you 
will find a very lot of people who seems to have an older computer, or a simple 
Office-computer with low graphic-perfomance. 

>But for instance, you told in the forum that you are running a lower than
>1 value of cloud density because of performance reasons. Which means that
>you are seeing the impact of the 3dcloud vertex shader as limiting factor,
>not some Nasal or xml, because what the cloud density slider does is
>reduce cloudlet (=vertex) count.

GW on the the ocean gives me even with density =1 about 50-60fps (Fair 
weather)- when I'm inside the clouds and the full screen is covered with 
cloudlets I get much, much less (about 15-30fps).
The limiting factor here seems to me the transparent textures.

The LW does use less cloudlets even with density =1, and so less vertices than 
GW. Still I can see a higher use of CPU and lower Framerates. 

I can see what you wanted to say me- and I do see, that you have make great 
work with your Nasal-driven weather-system. You showed what is possible by 
using Nasal-scripts, and used this in a very intelligent way.

>I guess my bottomline is that any code running on a per-frame basis should
>be made more efficient when it can be made more efficient, regardless if
>it is currently the limiting factor for someone or not, simply because it
>may be the limiting element for someone else.

Yes. And as Nasal-scripts has a natural limit of perfomance compared to code 
integrated into Simgear/ Flightgear your work will have much better perfomance 
if as much as possible has been hardcoded.


Heiko



still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Mathias Fröhlich
Hi,

On Sunday, February 05, 2012 22:29:18 Heiko Schulz wrote:
> Because no one, not Tim Moore, not me, not anyone, did say this!
> The wiki article is btw by Tim Moore.
> 
> But they said, that the bottleneck of GPU's is not the vertice count, but
> other things. That never meant that you have to use many vertices as you
> want.
> 
> "... As many vertices as needed- not more or less!"
ACK.

Currently OpenGL wise we are basically geometry setup bound - at least for the 
models. This really means that vertices are not an issue.
That still means that for setting up that one draw with 3 triangles is about 
as heavy as setting up say 500 triangles, but the conclusion of this is *not* 
that you should schedule as many triangles ass possible.
The right conclusion is to collapse as many triangles as *sensible* for 
culling into a single draw.

A simple help is to switch on the onscreen stats in the viewer or flightgear 
and see if the yellow bar is longer than the orange one. A yellow bar longer 
than the orange one means that the cpu is not able to saturate the gpu.
Again, beware this does in no way mean that you should write complicated 
shaders to saturate the gpu! This rather means that the geometry setup/state 
change time - the yellow one - must decrease!

How to achieve that is a very long chain of right decisions. Starting with the 
modeler:
Avoid having leaf geometry with very small parts. Collapse as much triangles 
as sensible for culling into the same leaf geometry. Sure if geometry needs a 
different texture or anything that requires a different OpenGL state you cannot 
collapse this into the same leaf. May be it makes sense then to collapse the 
textures into a common one. Then you might be able to collapse more geometry.

Avoid animations that are not really required. If you need a transform node in 
between some geometry, the geometry below the transform needs to be drawn 
seperate which takes time on the cpu. Everything that needs geometry to be 
drawn seperately should be avoided to that level where it stops to make sense 
because of culling.

May be introduce some level of detail. Not just avoid the whole model in some 
distance, but also provide a static model without animations, simple geometry 
for the mid range. May be provide some more culling friendly and detaild with 
the animations you need for the short range.

Keep in mind that culling a model that you are close to should make you split 
the model into more parts that could possibly be culled away. But for culling 
a far away model is probably very sufficient to cull it either as a whole or 
not.

Avoid state changes. Use as much common state as possible. Osg does a good job 
in sorting together draws using the same state, but if the overall scene 
contains plenty of different state osg cannot change that.
A new texture is a new state for example. A new shader is a new state. 

Once your orange bar is longer than the yellow one, you can start to care for 
the shaders and their execution.
When thinking about shaders, keep in mind that different GPU's perform very 
different on the same shader.

Appart from OpenGL we spend a lot of time in scenegraph traversal. This is 
mostly due to plenty of structural and often needless nodes in the scenegraph. 
The reason or this is that historically the xml files did some implicit 
grouping for *every* animation in the xml file. To make that reilably work I 
had to introduce a huge amount of group nodes in the xml file loader. These 
really hurt today as they introduce a whole lot of group nodes that just have 
a single child which need to be traversed for update and for cull. Profiling 
shows that Group::traverse is the most used function in flightgear.
The lowest hanging fruit could be to optimize away the redundant nodes from 
the top level model that gets loaded by a database pager request. We cannot do 
that recursively once a model part is loaded since the mentioned grouping 
nodes might be referenced in any level in the model hierarchy above the 
currently loaded model. So only the top level model could do this without 
braking tons of models.

And regarding all that, even if your box already is gpu bound this does not 
mean that other driver/hardware combinations are gpu bound too.

Always: As much as needed and as few as possible.

Ok, there are plenty of other aspects of performance tuning a scene graph, but 
these are the ones I think are most important for flightgear as of today.

Mathias

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Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Chris Wilkinson
It is a very mixed bag when it comes to screenshots - some look good, some look 
old (bad?), some look fake - surely that would be a give-away to warn people 
away from it? :-)

Regards,

Chris Wilkinson, YBBN/BNE.




 From: Frederic Bouvier 
To: FlightGear developers discussions  
Sent: Tuesday, 7 February 2012 2:17 AM
Subject: Re: [Flightgear-devel] FG scam resurfaces...
 
And they even have an old screenshot of FGSD showing LFPX (the airfield where I 
used to fly in RL)
ROFL

-Fred

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Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Frederic Bouvier
And they even have an old screenshot of FGSD showing LFPX (the airfield where I 
used to fly in RL)
ROFL

-Fred

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Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Gijs de Rooy

Please refrain from providing real/full links to those websites. You help them 
getting more exposure 
on search engines etc. (these mailinglist discussions are available online)

Gijs
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Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Gene Buckle
On Mon, 6 Feb 2012, Chris Wilkinson wrote:

> http://flightsimulatorplus.com/terms.html
>
> Seems FSP or PFS or FPS or whatever has reinvented itself - that link 
> showed on my Facebook page just now for the first time in perhaps 6 
> months.
>

For those of you with YouTube accounts, please search for "flight 
simulator plus" and flag the videos as scam/fraud and post a comment about 
how they're selling FlightGear.  Jon Stockill(sp?) has some good tips 
about doing this. :)

g.


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[Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Chris Wilkinson
http://flightsimulatorplus.com/terms.html

Seems FSP or PFS or FPS or whatever has reinvented itself - that link showed on 
my Facebook page just now for the first time in perhaps 6 months.


What shits me is that the site shows screenshots from v2.4.0 or from git, as 
the new shader effects are shown in some. Some others are obvious mock-ups.

Once again they state that they provide "world class support", something they 
claim is absent in the opensource community.

I hereby (once again) declare them to be a scourge on this earth, bereft of any 
decency or humanity, only interested in making a fast buck from the 
ill-informed or the unsuspecting.

Oh well, at least they're still around 12 months behind on the code...if 
project rembrandt and other new stuff can make it into git then once again fg 
will stay streets ahead of this imposter, something we should feel free to 
inform people about via forums, review sites etc...

Kind regards,

Chris Wilkinson, YBBN/BNE.
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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Torsten Dreyer
Am 06.02.2012 09:51, schrieb thorsten.i.r...@jyu.fi:
> I guess my bottomline is that any code running on a per-frame basis should
> be made more efficient when it can be made more efficient, regardless if
> it is currently the limiting factor for someone or not, simply because it
> may be the limiting element for someone else.
My keyboard does not have a big enough '+' key to second that!

Torsten

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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
> > > Pushing most of the haze shader computation from the vertex to
> > > the fragment level would seem to suggest an approximately constant
> > > cost for the haze for the same view regardless of scenery complexity
> > > since the number of hazy fragments remain about the same.
> > 
> > Thanks for the explanations - that was *really* helpful to
> > understand what is going on.
> 
> FWIW, I saw with gDebugger that the sky dome is made of more than
> 23000 vertices, even if a small amount of them are really displayed on
> screen.
> 
> In Rembrandt, several pass are done on 1/16th of the size of the
> screen (1/4th of each dimension), relying on the mag filter to cover the
> whole screen. This is the case of the blur pass in the AO or Bloom effects.

BTW, in my other terrain engine project, the sky is drawn with a quad 
(4 vertices at the corners of the screen). The view direction is 
computed in the vertex shader and then interpolated in a varying and
renormalized in the fragment shader.
That way there is no wasted computation (except the region overdrawn by
the terrain, but that could be optimized with a stencil buffer)

-Fred


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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
> > Pushing most of the haze shader computation from the vertex to the
> > fragment level would seem to suggest an approximately constant cost
> > for the haze for the same view regardless of scenery complexity since
> > the number of hazy fragments remain about the same.
> 
> Thanks for the explanations - that was *really* helpful to understand
> what is going on.

FWIW, I saw with gDebugger that the sky dome is made of more than 23000
vertices, even if a small amount of them are really displayed on screen.

In Rembrandt, several pass are done on 1/16th of the size of the screen 
(1/4th of each dimension), relying on the mag filter to cover the whole
screen. This is the case of the blur pass in the AO or Bloom effects.

Regards,
-Fred

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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
> Pushing most of the haze shader computation from the vertex to the
> fragment level would seem to suggest an approximately constant cost for
> the haze for the same view regardless of scenery complexity since the
> number of hazy fragments remain about the same.

Thanks for the explanations - that was *really* helpful to understand what
is going on.

I did a quick check pushing everything which is not vector geometry to the
fragment shader, and...

* below 20 km visibility range or so, the scheme appears to be a bit (~10
%) slower than it was previously as vertex-based rendering

* from about 20 to about 120 km visibility range, I had a constant and
quite usable framerate around 22 fps for full screen 1920x1200 resolution
(I suppose since this goes per pixel, the screen resolution should affect
this).

* above 120 km, the vertex part seemed to become an issue again and I went
down to 15 fps around 200 km visibility range (this is a lot more than I
had previously seen for that range)

I guess this confirms your scaling prediction.

* best part - for most of the range below 100 km visibility range, maxing
out the cloud view range to 75 km didn't make a lot of difference for the
framerate (apparently plenty of extra capacity for vertex rendering)

In summary: 120 km visibility range with clouds drawn to 75 km at 22 fps
with terrain haze and sunset effects on in the F-16 at full screen
resolution 1920x1200. There seems to be something going into the right
direction here :-) Have to test this more systematically, and also see if
I can shuffle stuff from the skydome frag part to vertex.


* Thorsten


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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Anders Gidenstam
On Sun, 5 Feb 2012, thorsten.i.r...@jyu.fi wrote:

>
> I haven't really seen any guidelines about efficient shader coding, but
> I've come across a few statements here and in the forum now and then,
> which I so far assumed to be true. I've now spent the last few days
> benchmarking my lightfield/terrain haze framework to see if I can't
> squeeze a bit more performance out. Since the results somewhat
> contradicted things I have assumed to be true before, I thought I might
> share my observations.
>
> 1) vertex shader is fast and efficient, fragment and geometry shaders are
> comparatively slow and cost performance

Some thoughts here (bearing in mind that I'm no expert on the internals of 
GPUs):

The vertex shader is run for each vertex of the mesh each time it is 
rendered. The fragment shader is run for each fragment generated from the 
mesh - if the mesh covers a small part of the screen there will be few 
fragments - if the mesh covers a large part of the screen there will be 
many fragments (excluding the early Z-clipping of fragments that some GPUs 
may do).

Some implications:
- The amount of vertex shader work (to draw a mesh) ought to increase
   with the #vertices and the complexity of the vertex shader. For a
   particular mesh and shader the cost is the same each time it is drawn.

- The amount of fragment shader work ought to increase with the
   #fragments/pixels generated for the mesh and the complexity of the
   fragment shader. This changes online depending on how many pixels of the
   screen the mesh covers.

So, e.g. for effects used on (MP/AI) aircraft it would seem preferable to
push complexity to the fragment shader since, most of the time, most of 
the aircraft will be very small on the screen.

OTOH this would seem to suggest the opposite case for the sky-dome - 
relatively few vertices and often covering a significant part of the 
screen.

Pushing most of the haze shader computation from the vertex to the 
fragment level would seem to suggest an approximately constant cost for 
the haze for the same view regardless of scenery complexity since the 
number of hazy fragments remain about the same.

It would be interesting to see more measurements on this. One could 
account for the cost of the increased number of processed vertices by 
using the case with no haze at all as a base line.

Cheers,

Anders
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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk

Heiko wrote:

> And especially in FGFS not really Vertices is one of the big problems,
> but .xml's and nasal-scripts.

No, you can't say that in general. It quite depends on what you do and
what options you use. Whatever you compute, it costs some amount of
resource, and how long your frame takes is determined by the slowest
element.

I used to develop in a situation in which I was completely driven by the
speed at which Nasal scripts executed, i.e. I saw quite drastically the
effect of switching certain Nasal scripts on or off. Handing more and more
work over to the GPU means that in general things speeded up and I now see
the execution speed of the Nasal scripts no longer, but rather I am now
completely driven by the speed at which the GPU can do the rendering, and
I actually see improvements in framerate by handing computations
elsewhere, e.g. to (to be slightly provocative) Nasal. Basically, you want
a situation in which all available processing pipelines are equally filled
for best performance.

Also, if you notice vertex count or not is a question of visibility range.
If you're happy with 16 km default visibility, then it's probably not an
issue. I used to think 30 km is a hell of a lot, but after having seen how
120 km look from cruise altitude and actually start to compare with real
life, I actually want something like 120 km if I can get it. And since
terrain vertex count goes with the square of the visibility, this becomes
the determining factor rather sooner than later, and scenery models factor
into that in a major way.

So you can also pretend it's my fault and I'm asking too much visibility
range, while all others are happier with 16 km visibility range and hires
high-vertex count models (which is probably better for helicopter people
:-) ).

But for instance, you told in the forum that you are running a lower than
1 value of cloud density because of performance reasons. Which means that
you are seeing the impact of the 3dcloud vertex shader as limiting factor,
not some Nasal or xml, because what the cloud density slider does is
reduce cloudlet (=vertex) count.

I guess my bottomline is that any code running on a per-frame basis should
be made more efficient when it can be made more efficient, regardless if
it is currently the limiting factor for someone or not, simply because it
may be the limiting element for someone else.

@Stuart:

> That's very interesting. Do you have any suggestions for what
> information we could push onto the fragment shader?

I'm still not sure how well my experiences generalize, but the obvious
thing to try bothering the fragment shader with would probably be the
bottom and away side shading computation.

It probably also depends on what other shaders are running - for me, my
terrain-haze is the major player, followed by the 3dcloud whereas skydome
uses far less resources. I don't know how the balance is changing if water
or urban are on. If any of those makes use of the fragment part more
heavily, then shifting more things into there might not be as good.

Cheers,

* Thorsten


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