Hi Cathy,
Let me know if you'd like some performance tests.
My system is relatively old and slow. Without local weather on, no
shadows, no 3D clouds, and no material shaders, I typically get frame
rates around 20. With no local weather, shadows on, 3D clouds on,
material shaders on, I
How about using plain old textured plane crosses for clouds at bigger
distances? (the way trees are done, only with a (or several) horizontal
plane(s) added)
These might work better for bigger structures like cumulonimbus, and
such,
too, as you can control the shape a bit. (no fancy shader
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
The main thing that bugs me with the system is that the view frustum
culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you
turn
or change views. If it was once in a while I could live with it,
On Friday 25 March 2011 10:01:33 thorsten.i.r...@jyu.fi wrote:
The main thing that bugs me with the system is that the view frustum
culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you
turn
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now
that I
think of it it looks and behaves like graphics card memory bandwidth
issue,
maybe it is cured with the image cache set with CACHE_ALL? as by adding
some
more sistem RAM things haven't improved here.
Hm, I'm running
On Friday 25 March 2011 11:31:57 thorsten.i.r...@jyu.fi wrote:
Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
version makes all the difference, that would argue against a graphics card
issue (or maybe I'm missing something, I'm not a hardware specialist
either...).
Or maybe the mobile card's design is a bit different, or a bit newer and might
have better memory specs.(bandwidth, timings, size etc...)
--
Enable your software for Intel(R) Active Management Technology to meet the
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see
if that makes a difference.
--
Enable your software for Intel(R) Active Management Technology to meet the
growing manageability and security
On Friday 25 March 2011 11:57:38 Emilian Huminiuc wrote:
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and
see if that makes a difference.
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with the clouds), as I
caught a glimpse of scenery getting redrawn too.
You may be right - I looked up the specs of my computer, and it seems I
have 512 MB VRAM, so
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with the clouds), as I
caught a glimpse of scenery getting redrawn too.
You may be right - I looked
On Friday 25 March 2011 13:38:38 Emilian Huminiuc wrote:
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
Yep things improve, noticeably. And I'm more convinced it's a lack of
gpu memory issue (as in it gets filled up pretty quick with the
clouds), as I caught a glimpse of
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
The most efficient way seems to have everything else maxed out, and
selected.
Not always. Asymmetric buffering is good if you fly straight, but very bad
if you circle - for soaring it's completely unsuitable as you'd
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
Quick and easy way out, compressed textures for the clouds as in .dds
textures
:D
(sorry about that, couldn't help myself :P)
I doubt it's a general solution since I get 30% framerate reduction for
dds textures. But
Nice white-out or rather gray-out when entering the rainy bit :) . (Not
recommended with a plane that has no interior :P )
As for texture sizes, I think that those that are 6-9/sheet can be converted
to 6-9 textures of 256x256, for the rest I think it depends on their shape,
and of course
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