Re: [Flightgear-devel] An empassioned plea

2012-06-27 Thread Alasdair
On Fri, 2012-05-04 at 20:40 +0200, flightg...@sablonier.ch wrote:
 
  Selectively disabling features is probably not going to work reasonable
  as long as the features in question are required to play nice in order
  to get disabled, there's no such infrastructure as a kill-switch to
  prevent the use/loading of *any* shaders (or whichever additional
  feature).
 
 Personally, I think the problem is that easy enabling/disabling shaders
 goes along discussion of personal preferences and technical/graphical
 wow!-game-competition of some developers temporary, and not along other
 discussion. The effects and shader inheriting system is not used as it
 could for such switches, at least for me.
 
 But don’t get this wrong, because it might be right in sense of moving
 forward in such a project ! It’s just a lazy comment of a man with varying
 interest, trying to follow every graphical enhancement the last years.
 
 Cheers, Yves
 
After yesterday's git pulls, Flightgear will no longer run at KSFO,
having
exhausted my 4G of memory and a good load of swap space as well.
Indeed, until I increased the amount of swap, it just died with an
unceremonious
Killed message. Runs fine at my local airport EGPF.
Is there a way I can limit the amount of scenery being loaded? I have
tried using --visibility-miles=10, but it still just goes on loading
dozens of
stg files.
Can anyone offer me a solution to this perplexing problem?

Regards, Alasdair
 
 
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Re: [Flightgear-devel] An empassioned plea

2012-06-27 Thread Alasdair
On Wed, 2012-06-27 at 10:45 +0100, Alasdair wrote:

 After yesterday's git pulls, Flightgear will no longer run at KSFO,
 having
 exhausted my 4G of memory and a good load of swap space as well.
 Indeed, until I increased the amount of swap, it just died with an
 unceremonious
 Killed message. Runs fine at my local airport EGPF.
 Is there a way I can limit the amount of scenery being loaded? I have
 tried using --visibility-miles=10, but it still just goes on loading
 dozens of
 stg files.
 Can anyone offer me a solution to this perplexing problem?
 
 Regards, Alasdair 

OK, sorry for the noise. I was all those random buildings. With the
maximum setting of 5.0, FG uses a massive 6.3 GB of memory on another
machine. Setting it to 0, the memory usage drops to a more reasonable
1.6GB.  I wonder if there could be any way of storing just on instance
of each building type, regardless of the number of times this was
duplicated throughout a city? This is probably an insane question since
I know absolutely nothing about graphics :(

Regards, Alasdair


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Re: [Flightgear-devel] An empassioned plea

2012-06-27 Thread Alasdair
On Wed, 2012-06-27 at 14:13 +0100, Alasdair wrote:

 
 OK, sorry for the noise. I was all those random buildings. With the
 maximum setting of 5.0, FG uses a massive 6.3 GB of memory on another
 machine. Setting it to 0, the memory usage drops to a more reasonable
 1.6GB.  I wonder if there could be any way of storing just on instance
 of each building type, regardless of the number of times this was
 duplicated throughout a city? This is probably an insane question since
 I know absolutely nothing about graphics :(
 
 Regards, Alasdair

Forget all this! I just found a thread on this very subject. Been away a
while, so have not caught up with all the Fg-dev mail.

AC


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Re: [Flightgear-devel] An empassioned plea

2012-05-04 Thread Martin Spott
Alex Perry wrote:

 It would probably make things a lot simpler for the average user if
 FGFS included a wizard that automatically identified which
 combinations of features would be usable on a specific installation.
 Using that result as constraining logic in the menus would allow
 unusable features to be kept disabled and trivially cheap features
 (for the given hardware) to be kept enabled.

I think the biggest obstacle on this route is the fact that there's no
reliable switch for disabling certain features.  Just think about
previous discussions on disabling shaders which: As far as I remember
the bottom line, disabling shaders relies on every shader honouring a
certain property.  Some, maybe most shaders honour one property, others
honour a second property and even if you try to disable shaders by
toggling these properties, some are still getting activated because
they don't care about switches at all.

Selectively disabling features is probably not going to work reasonable
as long as the features in question are required to play nice in order
to get disabled, there's no such infrastructure as a kill-switch to
prevent the use/loading of *any* shaders (or whichever additional
feature).

Cheers,
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Re: [Flightgear-devel] An empassioned plea

2012-05-04 Thread flightgear


 Selectively disabling features is probably not going to work reasonable
 as long as the features in question are required to play nice in order
 to get disabled, there's no such infrastructure as a kill-switch to
 prevent the use/loading of *any* shaders (or whichever additional
 feature).

Personally, I think the problem is that easy enabling/disabling shaders
goes along discussion of personal preferences and technical/graphical
wow!-game-competition of some developers temporary, and not along other
discussion. The effects and shader inheriting system is not used as it
could for such switches, at least for me.

But don’t get this wrong, because it might be right in sense of moving
forward in such a project ! It’s just a lazy comment of a man with varying
interest, trying to follow every graphical enhancement the last years.

Cheers, Yves




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Re: [Flightgear-devel] An empassioned plea

2012-04-26 Thread Vic Marriott
 Bj?rn Kesten said,
I don't want no friggin' wizard to tell me what I can or can't do... ;) 

Is this a wind-up, or what.

How can a simple request for developers to optimise their coding on new 
improvements end up with statements like this?

I was hoping this thread had served it's purpose and could now be allowed to 
rest in peace.

Vic
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Re: [Flightgear-devel] An empassioned plea

2012-04-26 Thread Björn Kesten
Vic:

I was kidding.



B.

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Re: [Flightgear-devel] An empassioned plea

2012-04-25 Thread Björn Kesten
 It would probably make things a lot simpler for the average user if
 FGFS included a wizard that automatically identified which
 combinations of features would be usable on a specific installation.
 Using that result as constraining logic in the menus would allow
 unusable features to be kept disabled and trivially cheap features
 (for the given hardware) to be kept enabled.

Wouldn't a tool tip with a hint (3D clouds. Performance intensive;
disable on older hardware) suffice?

I don't want no friggin' wizard to tell me what I can or can't do... ;)

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Re: [Flightgear-devel] An empassioned plea

2012-04-24 Thread Alex Perry
As an aside:  When working on the codebase, I maintain a local script
that launches FGFS by disabling whatever features prevent the
simulation from being flyable on my development machine.  When I am
unable to turn off features that prevent the simulator from running,
and disabling them in source isn't clean enough to maintain as a local
patch, I stop working on the project until the next time I buy a
machine ... at which point I revisit the script.  Flyability includes
being able to sustain at least 3 FPS.

It would probably make things a lot simpler for the average user if
FGFS included a wizard that automatically identified which
combinations of features would be usable on a specific installation.
Using that result as constraining logic in the menus would allow
unusable features to be kept disabled and trivially cheap features
(for the given hardware) to be kept enabled.

On Wed, Apr 18, 2012 at 2:36 AM, Erik Hofman e...@ehofman.com wrote:
 On Wed, 2012-04-18 at 09:46 +0100, Vic Marriott wrote:
   It's probably not so much about memory consuming but more about 
   resource
  consuming. But be assured that most new options are easily turned off. 

 Sorry, but I think the point is being missed here.

 Where is the sense in making very impressive advancements to FG, if the 
 average user has to turn most of them off in order to get a usable fps.

 Why does anybody always expect the most imressive results on their old
 Intel 486DX?

 Advances in quality always requires more resources. Period. If your
 hardware doesn't support it, bad for you but be grateful FlightGear at
 least provides an option to turn to less nifty rendering.

 Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-23 Thread Vic Marriott
 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 
thought for the rest of the world, which is still paying the price for what a 
few greedy bankers have done to world economics.

My other half moans enough about the time I spend on this Silly Game as it 
is. Imagine what would happen if I bought another computer just for FG.

Cheers,
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Re: [Flightgear-devel] An empassioned plea

2012-04-23 Thread Gene Buckle
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 can afford such luxuries might 
 like to have a thought for the rest of the world, which is still paying 
 the price for what a few greedy bankers have done to world economics.

Oh for f*cks sake.  Look, this discussion isn't about who can afford what, 
it was originally about getting the most performance you can by 
incrementally upgrading.  This isn't the place to whinge about world 
economics.  If you can afford it, great.  If you can't, well you can't. 
So there you go.

 My other half moans enough about the time I spend on this Silly Game 
 as it is. Imagine what would happen if I bought another computer just 
 for FG.

You might try denigrating THEIR hobby and when complaints result, say, 
sucks when the shoe is on the other foot, doesn't it?

*plonk*

g.

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Re: [Flightgear-devel] An empassioned plea

2012-04-23 Thread Curtis Olson
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 eat which doesn't
happen all that much anymore) I could buy a new computer better than the
one I have now.   I'm not sure that suggesting my family out to lose a few
pounds next month would work very well though ... :-)  So I just need to
figure out a way to avoid eating and I could get a new computer every
month.  Hey, would anyone want to trade a month old computer for a month's
worth of grocery bills? :-)

Curt.
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Re: [Flightgear-devel] An empassioned plea

2012-04-23 Thread Björn Kesten
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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Re: [Flightgear-devel] An empassioned plea

2012-04-22 Thread Vic Marriott
 a Mac Pro can get periodic upgrades just like any other PC or Linux box. 

As I hinted before Gene, those of us on limited budgets can't really justify 
the spend for a Mac Pro.

Erik, You are forgiven :0)

James, I think you have an advantage in that you run Linux on your Mac, so you 
can utilise the best of both worlds.

I think this topic has been spent now. Thanks for all your replies. I shall 
just have to go on choosing which special effect to have switched on on any 
particular flight.

Best regards,
Vic
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Re: [Flightgear-devel] An empassioned plea

2012-04-22 Thread Gene Buckle
On Sun, 22 Apr 2012, Vic Marriott wrote:

 a Mac Pro can get periodic upgrades just like any other PC or Linux box. 
 

 As I hinted before Gene, those of us on limited budgets can't really 
 justify the spend for a Mac Pro.

Maybe not, but you could buy a used one and tweak it if you're insistant 
on having Apple hardware.  Personally, I'd build the best white-box 
machine I could afford and throw Linux on it.

g.

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Re: [Flightgear-devel] An empassioned plea

2012-04-20 Thread Erik Hofman
On Thu, 2012-04-19 at 09:50 +0100, Vic Marriott wrote:
 
 Sorry for causing such a volatile reaction. I was only asking for
 those who know how to to optimise as much as possible.

I probably overreacted a bit, I'm sorry for that.

Erik



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Re: [Flightgear-devel] An empassioned plea

2012-04-20 Thread James Turner

On 19 Apr 2012, at 09:50, Vic Marriott wrote:

 I have discussed this with Tat, and he has managed somehow (I don't even 
 understand what most developers are talking about) to make each new release 
 work on my machine.
 
 I have a 3 year old iMac running OS X 10.6. I don't consider this to be a 
 decrepit old monster, but I do admit it needs a bit more Ram (which I will 
 purchase as and when my pension allows).
 

Speaking as a fellow Mac user, you are unfortunately in the worst possible 
place in terms of bang-for-buck to use FlightGear  - while your Mac has plenty 
of horse-power in the general case, it wasn't that fast at 3D when new, and 
you've no way to fix that. Apple tend not to ship cutting edge GPUs in their 
computers. 

Of course, many 3D apps will run just fine on your Mac - the major problem is 
our scene graph tends to trade flexibility and ease of modelling for 
performance. For most users, and developers, they can spend $100 on a faster 
GPU and solve that issue if they care, but alas you can't.

(This isn't to say we can't and shouldn't spend effort supporting older 
hardware, or improving performance, of course)

James
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Re: [Flightgear-devel] An empassioned plea

2012-04-20 Thread Gene Buckle
On Fri, 20 Apr 2012, James Turner wrote:


 Speaking as a fellow Mac user, you are unfortunately in the worst 
 possible place in terms of bang-for-buck to use FlightGear - while your 
 Mac has plenty of horse-power in the general case, it wasn't that fast 
 at 3D when new, and you've no way to fix that. Apple tend not to ship 
 cutting edge GPUs in their computers.

This has become a huge issue recently with X-Plane users.  Version 10 of 
XP is just *crushing* older Macs and people are up in arms about it. 
Nobody seems to understand that it's not the fault of the software - some 
of these guys have G5s and such and are just getting shellacked.  If 
you're doing ANY kind of heavy 3D work, be it simulation or modeling, you 
can't tie yourself to a platform you can't at least incrementally upgrade. 
Doesn't matter what the OS is either - a Mac Pro can get periodic upgrades 
just like any other PC or Linux box.

g.


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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Renk Thorsten
 And a more simple second question, what do the developers accept as  
 proper performance (value) in regards of frames per second. Perhaps i  
 demand/expect too much, but 20 - 30 fps i find rather disappointing,  
 flight is far from smooth at such numbers, but others might find that  
 (more then) ideal.

It depends on what I want to do. Using the default rendering scheme and a 
moderate visibility range ~40 km in default terrain, no special shaders I get 
about 70-80 fps in moderate cloud cover - that's the framerate I want for 
aerobatics or air combat training.

On the other end of the scale, when I have an airliner cruising at 33.000 ft 
under AP control, I mainly want to watch scenery and weather, so usually I do 
this in custom scenery, ask for 120 km visibility range and atmospheric 
scattering rendering scheme, clouds drawn out to 75 km distance and might do 
this at sunrise, in which case my framerate may drop as low as 10 fps (which is 
hardly noticeable, because the apparent motion of terrain and clouds is slow 
anyway).

I also like flying mountains with single engine planes - here a visibility ~50 
km and framerates between 15 and 20 fps work for me.

There is no such thing as standard performance - I can completely freeze my 
computer by asking 250 km visibility in custom scenery in atmospheric 
scattering rendering scheme and heavy cumulus development out to max. range, in 
which case I end up with 3-4 fps. I can also go above 100 fps by disabling 3d 
clouds and choosing 10 km visibility range in default scenery. I try to adapt 
the options to what I want to do and what I want to see.

 It would be very helpful in determining if some change brought improvement or 
 made performance worse by a proper measuring
 instead of staring at the FPS counter in the bottom of the screen during 
 gameplay and 'estimating' if things improved or not.

Not that simple. For instance, I do many tests with 1200x900 screen resolution 
to be able to watch the console, but actually fly with 1920x1200 resolution. 
For lower screen resolution, it pays off to transfer more work to fragment 
shaders and reduce the load of vertex shaders. However, since the number of 
fragments more than doubles for full resolution, a different workload balance 
leads to the best result. The smaller your screen resolution, the better is it 
to let the fragment shaders do all work. So if there's an improvement to the 
code might depend on what screen resolution you run.

Other changes bring improvements if your graphics card plays along, but 
deteriorates matters dramatically if not. And so on.

Cheers,

* Thorsten
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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Erik Hofman
On Wed, 2012-04-18 at 15:33 +0200, EViLSLT - Rob wrote:
 Hi All!
 
 The new rembrandt project is really cool, it seems to be the eyecandy that's 
 currently missing. I check for new and watch the youtube updates quite 
 regularly, mostly clips of fred etc. (wish there we some more hehe)
 
 However,I'm not that happy with performance (FPS) with or without rembrandt 
 and in my humble opinion my hardware is not outdated,

I seems to get the same performance between the regular renderer en
Re,brandt when I select the ufo. Switching to the C172 affects the
frame-rate quite a bit.

I'm not familiar with the internals of Rembrandt but maybe it will be
solved if the 3d model of the C172 is updated for Rembrandt?

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Chris Forbes
What do people think about dynamically scaling the eye candy to meet a
target framerate?
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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Renk Thorsten
 What do people think about dynamically scaling the eye candy to meet a
 target framerate?

Define 'the eye candy' and you'll spot the problem.

In general, the performance-driving factors are (not an exhaustive list)

1) visibility range, i.e. number of terrain vertices in the scene
2) cloud visibility range and density, i.e. number of cloud vertices in the 
scene
3) random vegetation density and visible range
4) number of instructions per vertex the shader has to perform
5) number of instructions per fragment the shader has to perform
6) number of instructions per frame of (aircraft, weather,...) Nasal in the 
background

Trying to scale all of them will likely get you into an unstable loop. 4) and 
5) are not continuously scalable, a shader can be on or off, so do we want a 
flickering snowline based on performance fluctuations?

Others people feel should not be scaled - for instance visibility range is a 
physical property of the world, and if you start on a VFR flight, you shouldn't 
end up doing an IFR approach beacuse your anti-virus program decided to take 
just that moment for a scan.

I had a control loop for cloud visibility range based on a framerate target (I 
think that's distributed in 2.4 (?)) - after re-organizing the weather, I 
didn't put it back in, because I never used it and I never heard anyone say he 
misses it. It's not particularly difficult to put it back to work, but I never 
liked its results. It's not so obvious to me what you would really want to 
downscale in a given situation.

* Thorsten
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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Chris Forbes
Assuming shaders ON, you can scale the fragment workload continuously by
using dynamic resolution rendering. Pick your resolution per-frame, pay a
constantish cost to copy it to the display buffer (which you're paying
anyway if you need to tonemap down from an hdr buffer)
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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Vic Marriott
 Erik said,
Advances in quality always requires more resources. Period. If your
hardware doesn't support it, bad for you but be grateful FlightGear at
least provides an option to turn to less nifty rendering. 

I don't want to appear unappreciative, but for the last 3 releases I have been 
in danger of being left behind unless I update my computer. 

I have discussed this with Tat, and he has managed somehow (I don't even 
understand what most developers are talking about) to make each new release 
work on my machine.

I have a 3 year old iMac running OS X 10.6. I don't consider this to be a 
decrepit old monster, but I do admit it needs a bit more Ram (which I will 
purchase as and when my pension allows).

Sorry for causing such a volatile reaction. I was only asking for those who 
know how to to optimise as much as possible.

Cheers,
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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Vic Marriott
  It's probably not so much about memory consuming but more about resource
 consuming. But be assured that most new options are easily turned off. 

Sorry, but I think the point is being missed here.

Where is the sense in making very impressive advancements to FG, if the average 
user has to turn most of them off in order to get a usable fps.

Vic
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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Chris Forbes
What *is* the baseline hardware fg ought to be aiming at?
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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Erik Hofman
On Wed, 2012-04-18 at 09:46 +0100, Vic Marriott wrote:
   It's probably not so much about memory consuming but more about resource
  consuming. But be assured that most new options are easily turned off. 
 
 Sorry, but I think the point is being missed here.
 
 Where is the sense in making very impressive advancements to FG, if the 
 average user has to turn most of them off in order to get a usable fps.

Why does anybody always expect the most imressive results on their old
Intel 486DX?

Advances in quality always requires more resources. Period. If your
hardware doesn't support it, bad for you but be grateful FlightGear at
least provides an option to turn to less nifty rendering.

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Renk Thorsten
 What *is* the baseline hardware fg ought to be aiming at?

I guess in practice every developer works such that stuff runs well on his own 
system. What else can we do? I'm not buying a second computer just to test how 
it would run on a Mac.

 Advances in quality always requires more resources. Period. If your
 hardware doesn't support it, bad for you but be grateful FlightGear at
 least provides an option to turn to less nifty rendering.

Actually, as Stuart or Mathias have demonstrated here, that's not always true. 
We seem to be getting more random buildings for less framerate impact for 
instance. Same was true with the clouds or with the geodinfo() which suddenly 
was a factor 50 faster.

There are sometimes clever ways of doing a task much faster, and one has to 
spot them.

More often, there are clever ways to do a task a bit faster. Taking a week to 
streamline shader code, I have typically gained 10-20% improvement in the past, 
at the expense of making the code difficult to understand. Not much, but I 
notice it, especially summing up several such effects. I didn't get the 
impression we usually make things as efficient as they could be. Many 
slow-changing quantities are determined per frame, or when it's clear that 
they're not needed for instance. An example is ridge lift which is updated per 
frame at agl altitudes of 20.000 ft when its value is ~1e-5 and it's clear that 
there can't be any real lift. Many distance calculations in Nasal scripts in 
the visible scene use spherical geometry while they could be in local Cartesian 
geometry which is about a factor 5 faster to compute.

The problem with making things efficient is that you have to understand well 
what you're doing. If you approximate an expression by something that works 
faster with the same accuracy in most cases, you need to take care of the case 
when it doesn't work. It's a weakness of the modular structure of the 
Flightgear project that there's hardly anyone with the 'big picture' who knows 
enough to realize where computations are repeated and how we could streamline 
the whole.

So, I think we can agree that spending performance on improvements, optionally 
implemented, is reasonable and desirable, burning performance in inefficient 
code is not desirable, but how to translate this into practical consequences 
isn't as easy to see. People are trying as a rule.

Cheers,

* Thorsten
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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Vivian Meazza
Vic wrote:

 
   It's probably not so much about memory consuming but more about
   resource
  consuming. But be assured that most new options are easily turned off.
  
 
 Sorry, but I think the point is being missed here.
 
 Where is the sense in making very impressive advancements to FG, if the
 average user has to turn most of them off in order to get a usable fps.
 

The point is that those have  halfway decent hardware can use the new
features, and those who haven't can't. If we want to make the effort - well
that's free.  If we could find a way of doing shadows etc. which could run
on older hardware then we would. Perhaps as development continues we will be
able to optimise the system to find more framerate.

By the way - just how old is the hardware you are using? The hardware needed
to run this stuff can be picked up on eBay for peanuts.

Vivian 



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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Erik Hofman
On Wed, 2012-04-18 at 10:33 +, Renk Thorsten wrote:
  What *is* the baseline hardware fg ought to be aiming at?
 
 I guess in practice every developer works such that stuff runs well on his 
 own system. What else can we do? I'm not buying a second computer just to 
 test how it would run on a Mac.
 
  Advances in quality always requires more resources. Period. If your
  hardware doesn't support it, bad for you but be grateful FlightGear at
  least provides an option to turn to less nifty rendering.
 
 Actually, as Stuart or Mathias have demonstrated here, that's not always 
 true. We seem to be getting more random buildings for less framerate impact 
 for instance. Same was true with the clouds or with the geodinfo() which 
 suddenly was a factor 50 faster.

There could sometimes be room for improvement but that is only because
of slightly less optimal use of resources in the current implementation.
But in general the argument sticks.

Don't get me wrong; every improvement is great (and welcome) but it is
silly to expect (or almost demand) Rembrandt to run on older hardware.

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread EViLSLT - Rob
Hi All!

The new rembrandt project is really cool, it seems to be the eyecandy that's 
currently missing. I check for new and watch the youtube updates quite 
regularly, mostly clips of fred etc. (wish there we some more hehe)

However,I'm not that happy with performance (FPS) with or without rembrandt and 
in my humble opinion my hardware is not outdated,

My machine:
Core i7 920 2.8 ghz
24 Gbyte ram
ocz vertex 2 and sandforce SSD storage
4x 1 tbyte SATA
ATI 5870
Asus Xonar d2x soundcard 

I often choose to fly in areas with very little or non exciting scenery, 
basically because when i do my frames per second either fluctuate too heavily, 
and gameplay stutters  which is quite annoying and setting max fps to the 
lowest stable number isn't really a preferred option as the lowest value is 
simply to low for smooth simulation/gameplay. Or simply because i find 
performance too low (e.g. 20 - 30 fps), e.g. KSFO, EHAM the more 'advanced' 
scenery. When i do fly in those areas i basically disable all the eyecandy you 
want on, random vegetation, buildings (has been improved indeed) and 3d clouds, 
things that make the world look more real just to have that bit of extra 
performance to keep things running as smooth as possible.

Though as many of the people that have this comment in regards of the frames 
per second performance, my programming skills and knowledge of the internal 
workings of FG, OSG, SimGear are lacking quite a bit, and investigation and 
testing of this would go dramatically slow and bad if this was up to me.

Though i do have a question in relation to this:

Is there a benchmarking tool/setup for flightgear? For example a 
preconfigured/prerecorded flight with fixed variables (weather, time, fov, 
etc), fixed nr of frames. Basically everything fixed except rendering options 
and that it measures how long it takes to render/run and calculate the average 
FPS? People would be able to compare this value, and one would not be comparing 
apples with pears. Everybody ran the same benchmark/flight. It would be very 
helpful in determining if some change brought improvement or made performance 
worse by a proper measuring instead of staring at the FPS counter in the bottom 
of the screen during gameplay and 'estimating' if things improved or not.

And a more simple second question, what do the developers accept as proper 
performance (value) in regards of frames per second. Perhaps i demand/expect 
too much, but 20 - 30 fps i find rather disappointing, flight is far from 
smooth at such numbers, but others might find that (more then) ideal. 
(rembrandt though not really the focus of my email cuts my performance 
generally in 2, 8 - 15 fps at EHAM when lucky).

This was my penny 

Kindest Regards and happy flying
Rob - EViLSLT

- Original Message -
From: Erik Hofman e...@ehofman.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wednesday, April 18, 2012 1:12:36 PM
Subject: Re: [Flightgear-devel] An empassioned plea

On Wed, 2012-04-18 at 10:33 +, Renk Thorsten wrote:
  What *is* the baseline hardware fg ought to be aiming at?
 
 I guess in practice every developer works such that stuff runs well on his 
 own system. What else can we do? I'm not buying a second computer just to 
 test how it would run on a Mac.
 
  Advances in quality always requires more resources. Period. If your
  hardware doesn't support it, bad for you but be grateful FlightGear at
  least provides an option to turn to less nifty rendering.
 
 Actually, as Stuart or Mathias have demonstrated here, that's not always 
 true. We seem to be getting more random buildings for less framerate impact 
 for instance. Same was true with the clouds or with the geodinfo() which 
 suddenly was a factor 50 faster.

There could sometimes be room for improvement but that is only because
of slightly less optimal use of resources in the current implementation.
But in general the argument sticks.

Don't get me wrong; every improvement is great (and welcome) but it is
silly to expect (or almost demand) Rembrandt to run on older hardware.

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Patrick Callahan
On Sun, 15 Apr 2012 18:44:26 +0200
Gijs de Rooy gijsr...@hotmail.com wrote:

 
  Pat wrote:
  
  Would having a dialog to set options for various PC capabilities help?
 
 What's wrong with View  Rendering Options?
  
For a novice user, would they know that performance could be affected by view 
rendering settings? which ones would they set, and at what levels?
  
The idea would be to have sets of option settings pre-configured to fit common 
hardware limitations at various levels.  

While doing this I would not want to make it a default, just give the user the 
option.

Then again, maybe I'll just get a better graphics card. I've done that once 
already, just for flightgear but it didn't increase my framerate much.

-Pat

Core2 8400
4Gig
Nvidia 420
 
P.S. I've got an old 386 laptop with 80 meg of memory and a 2 gig hard drive 
somewhere around here.  Perfect for running flightgear on the go!

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Re: [Flightgear-devel] An empassioned plea

2012-04-15 Thread Patrick Callahan
On Fri, 13 Apr 2012 10:56:41 +0200
Erik Hofman e...@ehofman.com wrote:
snip
 It's probably not so much about memory consuming but more about resource
 consuming. But be assured that most new options are easily turned off.
 
 Erik
 

Would having a dialog to set options for various PC capabilities help?

-Pat

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Re: [Flightgear-devel] An empassioned plea

2012-04-15 Thread Gijs de Rooy

 Pat wrote:
 
 Would having a dialog to set options for various PC capabilities help?

What's wrong with View  Rendering Options?
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[Flightgear-devel] An empassioned plea

2012-04-13 Thread Vic Marriott
Hi,

More and more, the FG forums are showing that the most recent improvements, 
added to the existing code, are too memory consuming for operation on anything 
less than a high powered, up-to-date, well equipped computer.

Though I, and probably most other FG users, am delighted that improvements from 
your efforts continue at such a rate, can I please ask the hard-core developers 
to give some thought to making the current set of bells and whistles more 
memory friendly.

There is little more frustrating than to read about the marvellous additions, 
but then being unable to run them without FG slowing down to unusable levels.

There is only so much users can do to keep their computers as up-to-date as 
possible, but simple things like the lack of funds can easily put a limit on 
that.

Please consider having a concerted effort towards making FG less memory hungry.

Best regards,
Vic
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Re: [Flightgear-devel] An empassioned plea

2012-04-13 Thread Erik Hofman
On Fri, 2012-04-13 at 09:25 +0100, Vic Marriott wrote:
 Hi,
 
 More and more, the FG forums are showing that the most recent improvements, 
 added to the existing code, are too memory consuming for operation on 
 anything less than a high powered, up-to-date, well equipped computer.
 
 Though I, and probably most other FG users, am delighted that improvements 
 from your efforts continue at such a rate, can I please ask the hard-core 
 developers to give some thought to making the current set of bells and 
 whistles more memory friendly.
 
 There is little more frustrating than to read about the marvellous additions, 
 but then being unable to run them without FG slowing down to unusable levels.
 
 There is only so much users can do to keep their computers as up-to-date as 
 possible, but simple things like the lack of funds can easily put a limit on 
 that.
 
 Please consider having a concerted effort towards making FG less memory 
 hungry.

It's probably not so much about memory consuming but more about resource
consuming. But be assured that most new options are easily turned off.

Erik


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