Re: [Flightgear-devel] Performance and Paris

2010-10-26 Thread Thorsten Renk

 Paris has been a heavy scenery for a long time, but in the
 latest GIT it
 seems as if it is becoming unusable. I am getting 9 or 10
 FPS in
 multithreading mode. A FGFS version of a couple of months
 ago dropped my
 FPS over Paris on the same system to about 12-15.
 Performance seems to
 have degraded a little bit.

 Paris scenery is not really well done- every texture file has a alpha  
 layer in, even if it is not necessary.

 Another cause is the .xml-animation. The more .xml in the scenery the  
 more worse fps is. In my eyes it is a big issue and prevents good and  
 detailed sceneries. Unfortunately that's no bug as I have understood...

To my mind, the issue is not if the scenery is efficiently done or not,  
but that it is handled different by present-dat GIT and by 2.0.0 (or older  
GIT), and that the newer versions become slower even with graphics goodies  
like urban shader are switched off.

I *suspect* this may be related with the performance differences I see  
between local weather running with 2.0.0 or GIT - both Paris and local  
weather having to do with a large number of (non-random) models being  
present in the scenery.

Doesn't help much in terms of a solution though...

Cheers,

* Thorsten

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[Flightgear-devel] Performance and Paris

2010-10-24 Thread fierst42
Hi

Paris has been a heavy scenery for a long time, but in the latest GIT it 
seems as if it is becoming unusable. I am getting 9 or 10 FPS in 
multithreading mode. A FGFS version of a couple of months ago dropped my 
FPS over Paris on the same system to about 12-15. Performance seems to 
have degraded a little bit. In this instance I was not using local 
weather and the urban effect shader switched off.
In other regions, my FPS rate is usually somewhere in the high thirtees 
to low seventees.

A snapshot of the on screen statistics (in Debug) shows:

Update: 23.44
Call: 25 46
Draw: 33.40
GPU: 40.34
Call: 4.66
Draw: 1.96
GPU: 1.66

How should these numbers be interpretated? Are they percentages, like in 
The GPU is 40.34% busy?

m


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$10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing
Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store 
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Re: [Flightgear-devel] Performance and Paris

2010-10-24 Thread Csaba Halász
On Sun, Oct 24, 2010 at 12:53 PM,  fiers...@zonnet.nl wrote:

 A snapshot of the on screen statistics (in Debug) shows:

 Update: 23.44
 Call: 25 46
 Draw: 33.40
 GPU: 40.34
 Call: 4.66
 Draw: 1.96
 GPU: 1.66

 How should these numbers be interpretated? Are they percentages, like in
 The GPU is 40.34% busy?

They are in milliseconds.

-- 
Csaba/Jester

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$10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing
Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store 
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Re: [Flightgear-devel] Performance and Paris

2010-10-24 Thread Heiko Schulz
Hi,

 Hi
 
 Paris has been a heavy scenery for a long time, but in the
 latest GIT it 
 seems as if it is becoming unusable. I am getting 9 or 10
 FPS in 
 multithreading mode. A FGFS version of a couple of months
 ago dropped my 
 FPS over Paris on the same system to about 12-15.
 Performance seems to 
 have degraded a little bit. 

Paris scenery is not really well done- every texture file has a alpha layer in, 
even if it is not necessary. 

Another cause is the .xml-animation. The more .xml in the scenery the more 
worse fps is. In my eyes it is a big issue and prevents good and detailed 
sceneries. Unfortunately that's no bug as I have understood...

Heiko

Heiko



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$10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing
Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store 
http://p.sf.net/sfu/nokia-dev2dev
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Re: [Flightgear-devel] Performance and Paris

2010-10-24 Thread Ron Jensen
On Sunday 24 October 2010 05:02:23 Csaba Halász wrote:
 On Sun, Oct 24, 2010 at 12:53 PM,  fiers...@zonnet.nl wrote:
  A snapshot of the on screen statistics (in Debug) shows:
 
  Update: 23.44
  Call: 25 46
  Draw: 33.40
  GPU: 40.34
  Call: 4.66
  Draw: 1.96
  GPU: 1.66
 
  How should these numbers be interpretated? Are they percentages, like in
  The GPU is 40.34% busy?

 They are in milliseconds.

And you can add them all up, invert them, and see the framerate:

1/(23.44+25.46+33.40+40.34+4.66+1.96+1.66)ms ~= 7.6 fps

Ron

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Create new apps  games for the Nokia N8 for consumers in  U.S. and Canada
$10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing
Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store 
http://p.sf.net/sfu/nokia-dev2dev
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