Re: [Flightgear-devel] Sea color

2012-05-12 Thread Renk Thorsten

I did a bit of testing of my own yesterday, and I have made a few other 
observations as well.

User feedback:

I've largely come to ignore that (with few exceptions such as Vivian's 
performance table), because trying to make sense of it is a path into madness. 
Just a few examples: On my own system, Advanced Weather tends to lead to better 
framerates than Basic Weather for similar cloud cover. In fair weather, I'm 
getting 10% more, in overcast conditions sometimes even a factor 2. I have some 
user feedback (4 cases by now) confirming that. Heiko recently said that he 
previously got better framerates using Advanced, but not any more. My problem - 
I didn't really change anything except parameter values and such things between 
the two occasions. Logical conclusion: The performance of Advanced Weather can 
change uncorrelated with changes in the code, and it affects different users in 
a different way?

A while ago, the user sgofferj experienced 'stutter' when running Flightgear. 
Vivian was kind enough to immediately blame Advanced Weather on the occasion, 
however the screenshots clearly showed (and sgofferj later confirmed) that he 
had never loaded Advanced Weather (read the story here 
http://www.flightgear.org/forums/viewtopic.php?f=68t=15235). Logical 
conclusion: Advanced Weather is able to cause stutter even if the module is 
never loaded? 

So, for some it's faster and they gain a lot of performance, for some it's 
slower,  for some it causes stutter when loaded, for others the mere presence 
on the harddisk causes stutter, for some it works fine... should any of this 
really cause action from my side? Largely, this is anecdotal evidence.

'Bare Flightgear'

My testcase was France Custom Scenery with the ufo, visibility probably 50 km 
or so, no shaders. Removing *all* weather and just remaining stationary, I get 
70 fps with a worst frame delay of pretty constant 14 ms, since 14*70 = 980 ~ 
1000 this means I get very evenly spaced frames. However, just flying in a 
circle, my worst frame delay starts to get jumpy every 2-3 seconds, it goes to 
35 - 45 ms, a bit dependent on the scenery to sky ratio. My interpretation is 
that I'm seeing the scene being shuffled in and out of the GPU memory - as I 
turn, the scene in the visual field changes, and the GPU needs to compute the 
changed elements, causing delayed frames.

Just flying straight, the worst frame delay also changes and jumps to 45-55 ms 
every few seconds. After a bit of experimenting, that's probably the effect of 
loading and unloading of scenery tiles, objects and such like.

That is to say, the bare structure of Flightgear has discontinuous workloads as 
well, and they cause frame durations of up to 55 ms on my systems. There are 
also genuine (but rare) pathologies like the first look back in the F-16 (a few 
seconds of frame delay...) - I guess that's particularly large texture sheets 
loading.

'Full Flightgear'

In my favourite setting, I have weather and lightfield shaders on and a decent 
visibility. On the occasion, that delivers me a framerate of ~20 fps with a 
constant worst frame delay of 50-55 ms. Since 20 *50 = 1000, the frames come 
nice and like a clockwork whatever I do - scenery loading causes upward spikes 
to 55 ms from 50 ms, but that's all, i.e. now the GPU is slow enough to allow 
all CPU-related stuff to finish nicely.

'Shader impacts'

Vivian always goes talking about smooth framerate, but for instance the water 
shader is one of the worst offenders in this department, because on my system 
it makes the framerate dramatically dependent on the view angle. Looking up 
into the sky and looking down into the sea makes a difference of a factor 4 (80 
fps vs. 20 fps without lightfields, half of that with). To me, this is quite 
natural, as the workload of the water shader per fragment is way higher as the 
workload of any of the skydome-coloring codes. Baseline - you don't need Nasal 
to get uneven framerates, GLSL (and C++) can deliver that just fine.

'Advanced Weather and a diagnosis'

Starting from the 'bare case' and running just advanced weather without 
lightfields, I get a framerate of 60 fps and a pretty constant worst frame 
delay of 50 ms. Since that is 3000 ms,  the numbers don't match up and there 
are indeed pathologically delayed frames occurring on a regular basis. 
De-activating the heaviest per-frame loop (dynamics-loop-flag=0) gets me almost 
back to the normal case, i.e. worst frame delay goes to a pretty constant 22 
(60*22 = 1320, not precisely smooth but much better) with occasional spikes to 
55 (note that they've been present without weather as well - that's terrain 
loading). Note that this is somewhat supported by Vivian's data (although not 
by his words) - deactivating mentioned loop brings his standard-deviation of 
the frame duration down by 1/3, de-activating all per-frame loops brings the 
standard deviation almost down to normal.

The implication is that what is causing the 

Re: [Flightgear-devel] model-combined-shader

2012-05-12 Thread Emilian Huminiuc
On Friday 11 May 2012 22:19:43 syd adams wrote:
 Hi guys,
 Is it just me or has the model-combined shader stopped reflecting ?
 Moving the model slider seems to have no effect now .
 Syd

Hi Syd,

Any specific aircraft you're refering to? I've just tested it and it works.
(777-200ER and IAR80)

Cheers,
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Re: [Flightgear-devel] model-combined-shader

2012-05-12 Thread Renk Thorsten
 Is it just me or has the model-combined shader stopped reflecting ?
 Moving the model slider seems to have no effect now .

Skydome shader on by any chance? (That would probably de-activate it).

* Thorsten
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[Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Frederic Bouvier
I pushed several commit to the Rembrandt renderer to improve configurability. 
One is a breaking change that model designer should be aware of : the rembrandt
related properties have been moved to a dedicated branch to tidy things a bit.
So we now have :

/sim/rendering/rembrandt/enabled instead of /sim/rendering/rembrandt
/sim/rendering/rembrandt/use-color-for-depth instead of 
/sim/rendering/use-color-for-depth

Shadow properties are untouched. Aircraft in the base package have been updated.

Operations are now described in an XML file : Effects/default-pipeline.xml and 
a new option
--renderer= allow to specify another.

That allow me to add SSAO and bloom that are now fully XML and shaders.

Tell me if I broke something

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] The (never ending) story about Berlin-Brandenburg airport

2012-05-12 Thread Björn Kesten
They should scrap the new airport and just reopen Tempelhof.


B.

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Re: [Flightgear-devel] model-combined-shader

2012-05-12 Thread syd adams
Oops , my mistake . I had commented out the effect for the dhc6.

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Re: [Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread James Turner

On 12 May 2012, at 14:37, Frederic Bouvier wrote:

 Tell me if I broke something

All working here on Mac, with and without rembrandt enabled on Mac. 

BTW should there be any performance changes from this or other changes?

James


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Re: [Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Frederic Bouvier
 On 12 May 2012, at 14:37, Frederic Bouvier wrote:
 
  Tell me if I broke something
 
 All working here on Mac, with and without rembrandt enabled on Mac.
 
 BTW should there be any performance changes from this or other
 changes?

There are 2 more effects that result in 6 full screen passes. But these passes 
are done on 1/16th of the screen (1/4th resolution), so there should be minimal 
impact.

Ambient occlusion effect can be disabled by setting 
/sim/rendering/rembrandt/ambient-occlusion-buffers to false.

Bloom effect can be disabled by setting /sim/remdering/rembrandt/bloom-buffers 
to false.

These 2 properties are only read at setup time. If they are set to true, during 
runtime, it is possible to set theses effects on and off by playing with 
/sim/rendering/rembrandt/ambient-occlusion (for now available in the debug 
menu) and /sim/rendering/rembrandt/bloom. An update to the rendering dialog 
would be welcome (no need to ask permission ;-) )

Both effect use a generic blur effect that could be used to implement light 
streaks. Left as exercise for who wants to try.

Regards,
-Fred

PS: James, for Jenkins slave seems to be dead.

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Re: [Flightgear-devel] The (never ending) story about

2012-05-12 Thread Martin Spott
Björn Kesten wrote:

 They should scrap the new airport and just reopen Tempelhof.

+1

Martin.
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-12 Thread Stuart Buchanan
On Thu, May 3, 2012 at 7:29 AM, Renk Thorsten wrote:
 Since the random buildings are now in the effect system, I've run a few tests 
 with the lightfield shaders yesterday.

 The good news is: It works just fine.

With some help from Emilian,  we've changed the buildings to make use
of the mode-combined-deferred effect, to allow specular mapping (so
windows are look more realistic) as well as multiple lightmaps.

Unfortunately, it appears to no longer work when the lightfield shader
is enabled - the buildings all lose their textures.

I've had a look at the hierarchy of effects files, but can't see any
obvious problem.  Do you have any idea what might be going wrong?

-Stuart

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Re: [Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Stuart Buchanan
On Sat, May 12, 2012 at 4:47 PM, Frederic Bouvier wrote:
 These 2 properties are only read at setup time. If they are set to true, 
 during runtime, it is possible to set theses effects on and off by playing 
 with /sim/rendering/rembrandt/ambient-occlusion (for now available in the 
 debug menu) and /sim/rendering/rembrandt/bloom. An update to the rendering 
 dialog would be welcome (no need to ask permission ;-) )

Done.

-Stuart

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