Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-21 Thread Renk Thorsten
 I guess the professional you are has done statistics about the FG users
 world, thus you are able to be more precise about those unfortunate users
 who are getting only the single frame per second, which hardware? which
 operating systems ?

Strangely enough I have (you might have noticed by now that I only open my 
mouth when I have some data to back it up). Unlike other people who assume all 
users are like themselves, I hang out a lot in the forum, talking to 
disappointed users and explaining how rendering taxes the hardware and trying 
to come up with solutions. While Vivian has pointed out that this may not be a 
representative sample of users as disappointed users tend to be 
disporportionally represented in the forum because they need help, I would 
counter that it is certainly more representative than not talking to any users.

For instance some Mac laptops seem to show single frame per second Rembrandt 
(not all of them though). Typically laptops with  integrated Intel graphics 
chips don't fare any better, but then they can't seem to render much OpenGL in 
any case.

 Since, sorry at the moment your feeling ( only feeling ) does not convince me.

Sorry to say, but whether you're convinced or not is irrelevant for the outcome 
as long as I am supposed to do the work implementing ALS features under 
Rembrandt. It's me who needs to be convinced here. 

But hey, since you think I don't know anything anyway and just pretend to be 
smart here, why don't you go looking for a different and really smart person to 
code you what you like. Or better yet, do it yourself. Because I have enough of 
this - I'm suspending my offer to help merging Rembrandt and ALS features for 
the time being. I didn't sign up for being insulted, I'm not personally 
interested, the only reason for me to do this is because others would like it.

Find someone else who takes your attitude and still goes doing the things you 
like.

 We had at the beginning ( 2 years ago) a nice sky which was working for  
 me and for the others friends.

Yes, this has been explained to you at least three times now (I think even once 
by Emilian in case you have a problem accepting it from me). A sky without a 
matching terrain shader doesn't work properly and creates horizon artefacts. Do 
you have any special problems understanding that point or is there any other 
particular other reason you bring this up over and over again?

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-21 Thread Stuart Buchanan
On Thu, Jun 20, 2013 at 9:29 PM, James Turner wrote:
 Emilian has explained on IRC this might be due to the out-of-the-box /
 default config for Rembrandt being highly suboptimal, which I didn't yet
 evaluate, I would be delighted to have it more usable. I'm going to test
 further over the weekend.

BTW, from a quick look at the relevant shaders, there are a couple of if
 tests that might be worth factoring out if possible:

gbuffer-functions.frag: 64
gbuffer-encode.frag: 21

Both of these seems to be related to a configuration property uniform,
and I wonder if the if() test itself is having significant cost.

Like you and Thorsten, I see a very significant drop (50%) in frame-rate
with Rembrandt, even without most the nice features such as shadows which
has put me off using it.  I had thought it was just because my box is now
underpowered (the march of technology) but it sounds like other are
seeing similar issues and it would be worth some further investigation.

I'll have a play over the weekend when I get the chance.

-Stuart

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Re: [Flightgear-devel] TerraSync libSVN replacement testing

2013-06-21 Thread James Turner

On 11 Jun 2013, at 16:17, James Turner zakal...@mac.com wrote:

 I've pushed some code to Git, which will ultimately replace our use of 
 libSvn, and hence simplify build and deployment, especially on Mac and 
 Windows. This has an immediate benefit for end-users too: TerraSync will use 
 pretty much half the disk space it currently does, since unlike a real SVN 
 client, we don't need to keep two copies of each file locally.
 
 In the longer term, there are many other improvements I will make - to reduce 
 the number of network round-trips to check directories are in sync, to 
 improve the interaction with the main thread so the splash screen waits for 
 terrasync to update a location before finalising position, and others. These 
 things will happen *after* 2.12, and once the code is tested everywhere.
 
 First, I need some help; for people to rebuild simgear with 
 -DSG_SVN_CLIENT=1, and mv / erase their TerraSync dir. Then simply run FGFS 
 as normal, as if you were starting on a new machine / account with no 
 previous use of TerraSync.
 
 (Remember that TerraSync initially syncs the large Models and Airports dirs, 
 which takes some time - be patient. Also expect some nav-cache rebuilds since 
 the nav-cache will see the paths / stat-times change. This is nothing to do 
 with the revised code, simply what happens if you change your TerraSync dir)
 
 If the testing is mostly positive, I will consider making the option default 
 to ON for 2.12, but if people report problems (which cannot be easily 
 fixed!), I will be cautious and leave it OFF by default for 2.12. Soon after 
 2.12 branches, 'next' will be switched to using the new code exclusively.
 
 (BTW, the option to use rsync or external, command-line svnclient still 
 exists, and will be retained - though I am curious if anyone still uses those 
 options!)

If you run from Git, haven't already tried this option, and have a spare 
moment, I would welcome more feedback on this.

So far I have positive feedback from various people, and one problem I can't 
identity, which is slow downloads for Chris (papillion) on Linux. I encountered 
this on Mac during testing, erratically - it resulted in the Models directory 
taking 10 minutes to download instead of the more normal 2-3 minutes (of course 
scale those times by your Internet download bandwidth), but at some point 
during development it went away entirely. (The issue is not bandwidth, but the 
socket apparently sitting idle, as if there's a flow-control issue)

Regards,
James


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Re: [Flightgear-devel] Scenery Terrain Object ignored at load

2013-06-21 Thread grtuxhangar team
Hello,
Quicker than i could plan (thanks to Saikrishna for the help) , i just
found the following:

When running GIT FG/SG at date 2013 Feb the 24  the terrain is right, we
can land on a building and we can use the modified LFHU airport (by PAF)
When running FG/SG at date 2013 Feb the 25 the terrain is wrong, we can't
land on a building and LFHU is crazy.


Tthe most interesting is withn SG there has been commit , scenery  related
: by  Mathias Froehlich
you may find it with
git log --before 2013-02-25 --after 2013-02-24


commit d90abdcb44d8b0835f02d9111e18cfbe20e992c3
Author: Mathias Froehlich mathias.froehl...@web.de
Date:   Mon Feb 25 06:55:35 2013 +0100

scenery: Make static scenery static.

commit 4a31045fd9a20e4e917c0f69bd6432263ef31e6b
Author: Mathias Froehlich mathias.froehl...@web.de
Date:   Sun Feb 24 13:03:06 2013 +0100

spt: Make the range multiplier configurable.

commit 249155987de12e1a58e56c0735559c3144fa0f92
Author: Mathias Froehlich mathias.froehl...@web.de
Date:   Sun Feb 24 13:03:06 2013 +0100

spt: Normalize the bucket box meta filename lengths.

commit 2ae7fc244b62fc7cec06c72756723db5e52d142b
Author: Mathias Froehlich mathias.froehl...@web.de
Date:   Sun Feb 24 13:03:06 2013 +0100

spt: Expose the paging levels to osg options.

AND SO ON

Others commit were done within FG apt_loader related , i guess it is not
the cause of the issue

I hope that will help.

Ahmad





On 21 June 2013 01:34, grtuxhangar team hohora...@gmail.com wrote:

 Hello, Saikrishna

 Thanks.

 Ahmad


 On 21 June 2013 01:24, Saikrishna Arcot saiarcot...@gmail.com wrote:

 Use git log --before -MM-DD --after -MM-DD to see the comment
 of the change, commit ID, and the date the change was made. You can
 leave out before or after switch if you want to. Then use the commit ID
 in git reset --hard commit_id. You only need the last 7 characters
 of the commit ID. This changes your working tree to match the tree
 after the commit.

 Saikrishna Arcot

 On Thu 20 Jun 2013 06:09:02 PM CDT, grtuxhangar team wrote:
  Hello, again my question
 
  Help
 
  What is the right git command line.? to get the git content at a
  specific date
 
  Ahmad
 
 
 
  On 20 June 2013 19:41, grtuxhangar team hohora...@gmail.com
  mailto:hohora...@gmail.com wrote:
 
  I'll have some free time along the end of that week, i could try
  to build some versions.
 
  However,  to get the Git content  at a specific date , is beyond
  my expertise.
 
  What is the right git command.
 
  Thank
  Ahmad
 
 
  On 20 June 2013 15:53, James Turner zakal...@mac.com
  mailto:zakal...@mac.com wrote:
 
 
  On 20 Jun 2013, at 14:44, grtuxhangar team
  hohora...@gmail.com mailto:hohora...@gmail.com wrote:
 
  We have a FG Git built working  version  which is Feb the 17,
  versus a next FG Git built version NOT working which is March
  the 20.
 
  Sorry we can't be more precise.
 
  Okay, that's still a good narrowing of possible changes, thanks.
 
  If anyone wants to experiment within that range, it would be
  much appreciated. I'll eyeball the relevant commit logs over
  the next few days and see if I can spot anything.
 
  James
 
 
 
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-21 Thread grtuxhangar team
Hello,
The most disappointing  , is it seems we are getting better performances
with a lower quality Graphic Card ( talking about Nvidia family ).
This won't encourage to buy a better one.

But more technical explanations , architecture of the computer, operating
system... which could explain,
That talk could end with an open question, and no answer :(



Ahmad



On 21 June 2013 10:39, Stuart Buchanan stuar...@gmail.com wrote:

 On Thu, Jun 20, 2013 at 9:29 PM, James Turner wrote:
  Emilian has explained on IRC this might be due to the out-of-the-box /
  default config for Rembrandt being highly suboptimal, which I didn't yet
  evaluate, I would be delighted to have it more usable. I'm going to test
  further over the weekend.

 BTW, from a quick look at the relevant shaders, there are a couple of if
  tests that might be worth factoring out if possible:

 gbuffer-functions.frag: 64
 gbuffer-encode.frag: 21

 Both of these seems to be related to a configuration property uniform,
 and I wonder if the if() test itself is having significant cost.

 Like you and Thorsten, I see a very significant drop (50%) in frame-rate
 with Rembrandt, even without most the nice features such as shadows which
 has put me off using it.  I had thought it was just because my box is now
 underpowered (the march of technology) but it sounds like other are
 seeing similar issues and it would be worth some further investigation.

 I'll have a play over the weekend when I get the chance.

 -Stuart


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[Flightgear-devel] New alpha version of download_and_compile.sh - avoids multiple fgdata downloads.

2013-06-21 Thread Pat
I've put a new version of download_and_compile.sh on the team clone 

http://www.gitorious.org/+fg-download-and-compile/fg/fg-download-and-compile-fgmeta/blobs/next/download_and_compile.sh

The big change:

This version changes the way fgdata is handled to prevent
multiple downloads of the 5G of git archives for fgdata.
Multiple versions of fgdata can be kept active and up to date
for testing purposes.  Various build and install trees can be
created using download_and_compile.sh. Each of these will use
symlinks to the appropriate fgdata version.

This is an alpha version 

It has not been approved for the main tree.

It has had some testing, but needs others to try it out to
uncover any bugs.  I recommend using it in a separate directory
from your usual builds until you have some confidence in how it
works.  

If you find a bug, create a detailed log by running it like this:

./download_and_compile.sh -xv download_and_compile_diagnostics.log

This log is likely to be large.  Please don't e-mail it to the
list.

Instead, Email me, find me on irc #flightgear as user pac1 or
contact me through the flightgear forum.  If you've got my
phone #, feel free to use it.

Here's the commit note for the change:

Add -D option to change the handling of fgdata

With this change a download_and_compile.sh user can optionally
use a single copy of fgdata as a base for builds using any
other version.

The -D option will find and create if not found, version
directories for fgdata.  Once this is done for one version,
download_and_compile.sh will use these directories to prevent
multiple downloads of the entire 5gb git archive, when a
different version of fgdata is needed.  The directories are
initially placed at the same level as download_and_compile.sh.
The directories can be moved higher in the directory tree if
desired.

When an existing or new build and install tree needs to use a
particular version of fgdata, a symlink in fgfs/install will
connect the build to the correct version.  If the correct
version does not yet exist it will be copied from an existing
fgdata of another version and changed to the needed version
using git checkout.

This allows download_and_compile.sh to create as many build and
install trees as desired, each with different versions and
options, while keeping network usage to a minimum.

a typical set of fgdata and separate build directories  might
look like:

~/work/fg
~/work/fg/fgdata_2.8.0
~/work/fg/fgdata_2.10.0
~/work/fg/fgdata_2.11.0
~/work/fg/master
~/work/fg/master-openrti-debug
~/work/fg/stable
~/work/fg/2.10.0-debug

for each build, the required symlink will be created to the
corresponding fgdata_* directory.

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Re: [Flightgear-devel] Benchmark matrix

2013-06-21 Thread Arnt Karlsen
On Thu, 20 Jun 2013 10:20:03 -0700 (PDT), geneb wrote in message 
alpine.lfd.2.03.1306201018050.25...@deltasoft.com:

 On Thu, 20 Jun 2013, Alan Teeder wrote:
 
  Instead of all this mudslinging about what slows what on which
  processor, could some thought be given to producing a benchmark
  suite for Flightgear.
 
  It would need to take in all of the, by now well known, variables -
  making it by no means a simple beast to manage.
 
  If this could be automated in some way it would be much easier to
  capture, and then submit, consistent data.
 
 A scripted run would be an EXCELLENT tool.

..aye, and a scripted run can be set up to play all the tricks, 
even if it needs to run FG several times to e.g. reset the graphics, 
and it can be set up to finish the run by offering to upload 
the results automatically. :o)


-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-21 Thread geneb
 But hey, since you think I don't know anything anyway and just pretend 
 to be smart here, why don't you go looking for a different and really 
 smart person to code you what you like. Or better yet, do it yourself. 
 Because I have enough of this - I'm suspending my offer to help merging 
 Rembrandt and ALS features for the time being. I didn't sign up for 
 being insulted, I'm not personally interested, the only reason for me to 
 do this is because others would like it.

Instead of taking your ball and going home, why not just add the jackass 
to your killfile and then continue on with the good work you're known for?

g.

-- 
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Re: [Flightgear-devel] Benchmark matrix

2013-06-21 Thread Christopher Andrews
On 21/06/13 21:26, Arnt Karlsen wrote:
 On Thu, 20 Jun 2013 10:20:03 -0700 (PDT), geneb wrote in message
 alpine.lfd.2.03.1306201018050.25...@deltasoft.com:

 On Thu, 20 Jun 2013, Alan Teeder wrote:

 Instead of all this mudslinging about what slows what on which
 processor, could some thought be given to producing a benchmark
 suite for Flightgear.

 It would need to take in all of the, by now well known, variables -
 making it by no means a simple beast to manage.

 If this could be automated in some way it would be much easier to
 capture, and then submit, consistent data.

 A scripted run would be an EXCELLENT tool.
 ..aye, and a scripted run can be set up to play all the tricks,
 even if it needs to run FG several times to e.g. reset the graphics,
 and it can be set up to finish the run by offering to upload
 the results automatically. :o)



Actually this is probably in my interests, I'm improving the concorde 
(3D cockpit, less laggy nasal, autopilot - slowly) but I have fairly 
powerful hardware so I'd like to know how much of what I do affects 
other users.

A long time ago, I remember using this to try and figure out why I was 
getting 10fps on a nvidia GTX470 with the lowest settings and default 
renderer (I was accidently running a debug build):
http://wiki.flightgear.org/Howto:Debugging_FlightGear_Crashes#Minimal_Startup_Profile

I might come up with a dash script that tests things in different areas 
with different settings, But that will only be helpful on linux. I'll 
probably just use the telnet server to pull the property tree frame 
rates/spacing I haven't used it yet but I imagine it would be quite easy).

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Re: [Flightgear-devel] New alpha version of download_and_compile.sh - avoids multiple fgdata downloads.

2013-06-21 Thread Arnt Karlsen
On Fri, 21 Jun 2013 07:03:19 -0400, Pat wrote in message 
20130621070319.43455586@spinnaker01:

 I've put a new version of download_and_compile.sh on the team clone 
 
 http://www.gitorious.org/+fg-download-and-compile/fg/fg-download-and-compile-fgmeta/blobs/next/download_and_compile.sh
 
 The big change:
 
   This version changes the way fgdata is handled to prevent
   multiple downloads of the 5G of git archives for fgdata.
   Multiple versions of fgdata can be kept active and up to date
   for testing purposes.  Various build and install trees can be
   created using download_and_compile.sh. Each of these will use
   symlinks to the appropriate fgdata version.
 
 This is an alpha version 
 
   It has not been approved for the main tree.
 
   It has had some testing, but needs others to try it out to
   uncover any bugs.  I recommend using it in a separate
 directory from your usual builds until you have some confidence in
 how it works.  
 
 If you find a bug, create a detailed log by running it like this:
 
   ./download_and_compile.sh -xv
 download_and_compile_diagnostics.log
 
   This log is likely to be large.  Please don't e-mail it to the
   list.
 
   Instead, Email me, find me on irc #flightgear as user pac1 or
   contact me through the flightgear forum.  If you've got my
   phone #, feel free to use it.
 
 Here's the commit note for the change:
 
 Add -D option to change the handling of fgdata
 
   With this change a download_and_compile.sh user can optionally
   use a single copy of fgdata as a base for builds using any
   other version.
 
   The -D option will find and create if not found, version
   directories for fgdata.  Once this is done for one version,
   download_and_compile.sh will use these directories to prevent
   multiple downloads of the entire 5gb git archive, when a
   different version of fgdata is needed.  The directories are
   initially placed at the same level as download_and_compile.sh.
   The directories can be moved higher in the directory tree if
   desired.
 
   When an existing or new build and install tree needs to use a
   particular version of fgdata, a symlink in fgfs/install will
   connect the build to the correct version.  If the correct
   version does not yet exist it will be copied from an existing
   fgdata of another version and changed to the needed version
   using git checkout.
 
   This allows download_and_compile.sh to create as many build
 and install trees as desired, each with different versions and
   options, while keeping network usage to a minimum.
 
   a typical set of fgdata and separate build directories  might
   look like:
 
   ~/work/fg
   ~/work/fg/fgdata_2.8.0
   ~/work/fg/fgdata_2.10.0
   ~/work/fg/fgdata_2.11.0
   ~/work/fg/master
   ~/work/fg/master-openrti-debug
   ~/work/fg/stable
   ~/work/fg/2.10.0-debug
 
   for each build, the required symlink will be created to the
   corresponding fgdata_* directory.

..to avoid the 3-day delay fetching a new 5GB copy of fgdata, 
where do I put my March 29'th-current copy of fgdata?
I now have it as 2.11.0 in ~/FG-git/fgdata 

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Benchmark matrix

2013-06-21 Thread Arnt Karlsen
On Sat, 22 Jun 2013 01:11:39 +1000, Christopher wrote in message 
51c46d2b.8060...@gmail.com:

 On 21/06/13 21:26, Arnt Karlsen wrote:
  On Thu, 20 Jun 2013 10:20:03 -0700 (PDT), geneb wrote in message
  alpine.lfd.2.03.1306201018050.25...@deltasoft.com:
 
  On Thu, 20 Jun 2013, Alan Teeder wrote:
 
  Instead of all this mudslinging about what slows what on which
  processor, could some thought be given to producing a benchmark
  suite for Flightgear.
 
  It would need to take in all of the, by now well known, variables
  - making it by no means a simple beast to manage.
 
  If this could be automated in some way it would be much easier to
  capture, and then submit, consistent data.
 
  A scripted run would be an EXCELLENT tool.
  ..aye, and a scripted run can be set up to play all the tricks,
  even if it needs to run FG several times to e.g. reset the graphics,
  and it can be set up to finish the run by offering to upload
  the results automatically. :o)
 
 
 
 Actually this is probably in my interests, I'm improving the concorde 
 (3D cockpit, less laggy nasal, autopilot - slowly) but I have fairly 
 powerful hardware so I'd like to know how much of what I do affects 
 other users.
 
 A long time ago, I remember using this to try and figure out why I
 was getting 10fps on a nvidia GTX470 with the lowest settings and
 default renderer (I was accidently running a debug build):
 http://wiki.flightgear.org/Howto:Debugging_FlightGear_Crashes#Minimal_Startup_Profile
 
 I might come up with a dash script that tests things in different
 areas with different settings, But that will only be helpful on
 linux. 

..if you specify your FG commandlines, the Windroids will have a
starting point, if they manage to come up with something that works 
on Mac 'n Linux too, we will be able to get a benchmark that fits 
all supported platforms.

 I'll probably just use the telnet server to pull the property
 tree frame rates/spacing I haven't used it yet but I imagine it would
 be quite easy).

..easier than e.g. wget on FG's web property server???  Might unduly
disadvantage Wintendo, they do have Microsoft Internet Explorer built
right into their os, and they may be able to script that too, and 
on benchmarking FG, we want the truth, and we wanna be conservative 
and err on the side of caution. ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Benchmark matrix

2013-06-21 Thread grtuxhangar team
Good checkup,( i do  not  find the screen format ).

And don't forget, when building OSG to define build type  Release  ,
recently i forgot it, i got a performance dop down of 30 % less.
It took somedays  until i discovered my error.


Ahmad


On 21 June 2013 17:11, Christopher Andrews godarkli...@gmail.com wrote:

 On 21/06/13 21:26, Arnt Karlsen wrote:
  On Thu, 20 Jun 2013 10:20:03 -0700 (PDT), geneb wrote in message
  alpine.lfd.2.03.1306201018050.25...@deltasoft.com:
 
  On Thu, 20 Jun 2013, Alan Teeder wrote:
 
  Instead of all this mudslinging about what slows what on which
  processor, could some thought be given to producing a benchmark
  suite for Flightgear.
 
  It would need to take in all of the, by now well known, variables -
  making it by no means a simple beast to manage.
 
  If this could be automated in some way it would be much easier to
  capture, and then submit, consistent data.
 
  A scripted run would be an EXCELLENT tool.
  ..aye, and a scripted run can be set up to play all the tricks,
  even if it needs to run FG several times to e.g. reset the graphics,
  and it can be set up to finish the run by offering to upload
  the results automatically. :o)
 
 

 Actually this is probably in my interests, I'm improving the concorde
 (3D cockpit, less laggy nasal, autopilot - slowly) but I have fairly
 powerful hardware so I'd like to know how much of what I do affects
 other users.

 A long time ago, I remember using this to try and figure out why I was
 getting 10fps on a nvidia GTX470 with the lowest settings and default
 renderer (I was accidently running a debug build):

 http://wiki.flightgear.org/Howto:Debugging_FlightGear_Crashes#Minimal_Startup_Profile

 I might come up with a dash script that tests things in different areas
 with different settings, But that will only be helpful on linux. I'll
 probably just use the telnet server to pull the property tree frame
 rates/spacing I haven't used it yet but I imagine it would be quite easy).


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Re: [Flightgear-devel] Benchmark matrix

2013-06-21 Thread Christopher Andrews
On 22/06/13 02:08, Arnt Karlsen wrote:
 On Sat, 22 Jun 2013 01:11:39 +1000, Christopher wrote in message
 51c46d2b.8060...@gmail.com:

 On 21/06/13 21:26, Arnt Karlsen wrote:
 On Thu, 20 Jun 2013 10:20:03 -0700 (PDT), geneb wrote in message
 alpine.lfd.2.03.1306201018050.25...@deltasoft.com:

 On Thu, 20 Jun 2013, Alan Teeder wrote:

 Instead of all this mudslinging about what slows what on which
 processor, could some thought be given to producing a benchmark
 suite for Flightgear.

 It would need to take in all of the, by now well known, variables
 - making it by no means a simple beast to manage.

 If this could be automated in some way it would be much easier to
 capture, and then submit, consistent data.

 A scripted run would be an EXCELLENT tool.
 ..aye, and a scripted run can be set up to play all the tricks,
 even if it needs to run FG several times to e.g. reset the graphics,
 and it can be set up to finish the run by offering to upload
 the results automatically. :o)


 Actually this is probably in my interests, I'm improving the concorde
 (3D cockpit, less laggy nasal, autopilot - slowly) but I have fairly
 powerful hardware so I'd like to know how much of what I do affects
 other users.

 A long time ago, I remember using this to try and figure out why I
 was getting 10fps on a nvidia GTX470 with the lowest settings and
 default renderer (I was accidently running a debug build):
 http://wiki.flightgear.org/Howto:Debugging_FlightGear_Crashes#Minimal_Startup_Profile

 I might come up with a dash script that tests things in different
 areas with different settings, But that will only be helpful on
 linux.
 ..if you specify your FG commandlines, the Windroids will have a
 starting point, if they manage to come up with something that works
 on Mac 'n Linux too, we will be able to get a benchmark that fits
 all supported platforms.

 I'll probably just use the telnet server to pull the property
 tree frame rates/spacing I haven't used it yet but I imagine it would
 be quite easy).
 ..easier than e.g. wget on FG's web property server???  Might unduly
 disadvantage Wintendo, they do have Microsoft Internet Explorer built
 right into their os, and they may be able to script that too, and
 on benchmarking FG, we want the truth, and we wanna be conservative
 and err on the side of caution. ;o)

To be honest I have never used the FG telnet/HTTP server so I didn't 
think about the HTTP part. I'll look at getting some type of script 
running tomorrow, I suppose if I get real creative and use msys/mingw I 
could probably get it cross-platform too (you mac guys should already 
have everything I need), but running linux, I'll try for that first.

I'll need to come up with a long line of tests, Eg something like the 
minimal startup profile in the middle of the ocean and then test 
individual things like 3d clouds, the quality slider thing, random 
buildings/trees, advanced weather, different aircraft (compare ufo to 
concorde and you will see - but something in the default package), and 
then test it all again with rembrandt.

I might also come up with an aircraft tester to see how different 
planes affect frame rates.

Also there are strange things with my computer, Running rembrandt with 
all the effects off (it's probably just shadows) actually feels faster 
than the default renderer. Also either random buildings or random trees 
brings my computer to it's knees when flying around a populated area 
like hawaii, but I won't speculate anymore, I'll just wait until I come 
up with a script and see if it's what you guys are after.

Feel free to suggest different tests for me to try.

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Re: [Flightgear-devel] Benchmark matrix

2013-06-21 Thread Saikrishna Arcot
You could use one of the 777's as a heavy aircraft.

Also, what about performance with different views (pilot view vs chase 
view), and having the panel open vs. closed in pilot view?

Saikrishna Arcot

On Fri 21 Jun 2013 03:16:36 PM CDT, Christopher Andrews wrote:
 On 22/06/13 02:08, Arnt Karlsen wrote:
 On Sat, 22 Jun 2013 01:11:39 +1000, Christopher wrote in message
 51c46d2b.8060...@gmail.com:

 On 21/06/13 21:26, Arnt Karlsen wrote:
 On Thu, 20 Jun 2013 10:20:03 -0700 (PDT), geneb wrote in message
 alpine.lfd.2.03.1306201018050.25...@deltasoft.com:

 On Thu, 20 Jun 2013, Alan Teeder wrote:

 Instead of all this mudslinging about what slows what on which
 processor, could some thought be given to producing a benchmark
 suite for Flightgear.

 It would need to take in all of the, by now well known, variables
 - making it by no means a simple beast to manage.

 If this could be automated in some way it would be much easier to
 capture, and then submit, consistent data.

 A scripted run would be an EXCELLENT tool.
 ..aye, and a scripted run can be set up to play all the tricks,
 even if it needs to run FG several times to e.g. reset the graphics,
 and it can be set up to finish the run by offering to upload
 the results automatically. :o)


 Actually this is probably in my interests, I'm improving the concorde
 (3D cockpit, less laggy nasal, autopilot - slowly) but I have fairly
 powerful hardware so I'd like to know how much of what I do affects
 other users.

 A long time ago, I remember using this to try and figure out why I
 was getting 10fps on a nvidia GTX470 with the lowest settings and
 default renderer (I was accidently running a debug build):
 http://wiki.flightgear.org/Howto:Debugging_FlightGear_Crashes#Minimal_Startup_Profile

 I might come up with a dash script that tests things in different
 areas with different settings, But that will only be helpful on
 linux.
 ..if you specify your FG commandlines, the Windroids will have a
 starting point, if they manage to come up with something that works
 on Mac 'n Linux too, we will be able to get a benchmark that fits
 all supported platforms.

 I'll probably just use the telnet server to pull the property
 tree frame rates/spacing I haven't used it yet but I imagine it would
 be quite easy).
 ..easier than e.g. wget on FG's web property server???  Might unduly
 disadvantage Wintendo, they do have Microsoft Internet Explorer built
 right into their os, and they may be able to script that too, and
 on benchmarking FG, we want the truth, and we wanna be conservative
 and err on the side of caution. ;o)

 To be honest I have never used the FG telnet/HTTP server so I didn't
 think about the HTTP part. I'll look at getting some type of script
 running tomorrow, I suppose if I get real creative and use msys/mingw I
 could probably get it cross-platform too (you mac guys should already
 have everything I need), but running linux, I'll try for that first.

 I'll need to come up with a long line of tests, Eg something like the
 minimal startup profile in the middle of the ocean and then test
 individual things like 3d clouds, the quality slider thing, random
 buildings/trees, advanced weather, different aircraft (compare ufo to
 concorde and you will see - but something in the default package), and
 then test it all again with rembrandt.

 I might also come up with an aircraft tester to see how different
 planes affect frame rates.

 Also there are strange things with my computer, Running rembrandt with
 all the effects off (it's probably just shadows) actually feels faster
 than the default renderer. Also either random buildings or random trees
 brings my computer to it's knees when flying around a populated area
 like hawaii, but I won't speculate anymore, I'll just wait until I come
 up with a script and see if it's what you guys are after.

 Feel free to suggest different tests for me to try.

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Re: [Flightgear-devel] New alpha version of download_and_compile.sh - avoids multiple fgdata downloads.

2013-06-21 Thread Pat
snip

Any date or version will serve.

Here's how to do it:

1. Create a new work directory for fg builds you are going to use the
next/experimental version on. Mine is ~/work/fg

2. In the new work directory, place a copy of the experimental
download_and_compile.sh

3. Create directories for the versions of fgdata you are going to need:

~/work/fg/fgdata_2.11.0
~/work/fg/fgdata_2.10.0
~/work/fg/fgdata_2.8.0

Depending on how much you like to test, you can create just one
of these and copy -R your downloaded copy into it. Or you can
copy -R into all three. The script should be able to handle it
either way. Also, it should not matter which version you put in
these directories. The script should be able to reset them to
the right version when a build is done for that version.

So far, everything is in your new work directory.  Builds
happen one level down.

4.  Create a directory for the build you want to do

~/work/fg/master
~/work/fg/next
~/work/fg/stable
~/work/fg/2.10.0
~/work/fg/2.8.0

5.  cd to the directory you want to build and do the right build

for example:


cd ~/work/fg/next
../download_and_compile.sh -p n -d y -xv all

cd !/work/fg/2.10.0
../download_and_compile.sh -p n -d y -xv j 3 -B 2.10.0 -R HEAD all

Now if you have to blow away one of your build directories, fgdata stays
put, safe and sound in the top of your fg work tree.

I'm taking bets on how long it takes you to find a bug...  Happy
hunting.

-Pat

 ..to avoid the 3-day delay fetching a new 5GB copy of fgdata, 
 where do I put my March 29'th-current copy of fgdata?
 I now have it as 2.11.0 in ~/FG-git/fgdata 
 


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