Re: [Flightgear-devel] Recent shader stuff vs 2.4
Martin, I just pushed a fix (thanks to Emilian for some great feedback!): https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2 Use --prop:/sim/rendering/shaders/quality-level=-1 to enable the custom settings in the Shader Options dialog. Apart from that the quality-level property will work as before (0 disables all shaders, 5 puts all shaders to max). You might need to delete autosave.xml (or at least remove the line related to quality-level), because I've renamed the real property to quality-level-internal. The quality-level prop is now only used for commandline input. Feedback is welcome! Cheers, Gijs -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
Gijs de Rooy wrote: I just pushed a fix Thanks, looks much better now. https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2 As a side note, I'd like to point out that my case wasn't about overriding custom shader settings (as alleged in the comment in gui.nas), I just felt unhappy with the startup *defaults*. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
Hi Martin, Actually this slider doesn't override anything, instead it's being overridden by the defaults. It does override the custom settings, whenever the slider is touched. But just setting the property via commandline (or anything other than the dialog) was something I didn't think of (stupid mistake), so that doesn't overwrite anything, like you experienced. As far as I can tell, that's still the case in the current state of GIT: Somehow I forgot to fix it before the release. But I got a fix ready to be shipped. The only issue left is that I don't know where to put the required Nasal code. It used to be inside gui/dialogs/rendering.xml, but to check properties on startup it needs to be executed whenever FlightGear is loaded. For now I've placed it in Nasal/gui.nas, but maybe it's better to create a seperate effects.nas or shaders.nas? Because it doesn't only matter to the gui, but also when you just want to disable the shaders with a single property... Advise is welcome! Cheers, Gijs -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
Martin Spott wrote: As far as I can tell there's still a functional gap in the current implementation of shader control. When I start FlightGear with: --prop:/sim/rendering/shaders/quality-level=0 (that's what is controlled by the slider, correct ?) then I still get the full truckload of shaders, despite the fact that the slider is on the left, the Rendering options menu says (0) and Adjust he slider to enable shaders and the Experimental effects is greyed out. The Shader Options sub-menue confirms that all the shaders are still active. Disabling the shaders requires moving the slider forth and back at runtime in order to take effect - that's inconsistent, I'd say ;-) As far as I can tell, that's still the case in the current state of GIT: http://foxtrot.mgras.net/bitmap/FGFS/Menu-no-Shaders.png Actually this slider doesn't override anything, instead it's being overridden by the defaults. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
Gijs de Rooy wrote: Next to that there are some typos/faults in current Git with respect to shader-properties, so it is possible that some shaders are accidentally still enabled. I'm preparing a commit that fixes quite some bugs, hope to push it today. But you can already test it via https://gitorious.org/fg/fgdata/merge_requests/124 As far as I can tell there's still a functional gap in the current implementation of shader control. When I start FlightGear with: --prop:/sim/rendering/shaders/quality-level=0 (that's what is controlled by the slider, correct ?) then I still get the full truckload of shaders, despite the fact that the slider is on the left, the Rendering options menu says (0) and Adjust he slider to enable shaders and the Experimental effects is greyed out. The Shader Options sub-menue confirms that all the shaders are still active. Disabling the shaders requires moving the slider forth and back at runtime in order to take effect - that's inconsistent, I'd say ;-) Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
Martin wrote: Disabling the shaders requires moving the slider forth and back at runtime in order to take effect - that's inconsistent, I'd say ;-) Ah, good catch. Didn't think of that :P Will commit a fix this evening, if no-one beats me to it. Thanks! Gijs -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
I was talking about this on irc before as well. I am testing stuff on an older macbook running Ubuntu, and with fg 2.4 I could set the enable shaders master switch in rendering options to off, and without 3d clouds I got about 25fps, which was ok for testing panels and developing gauges etc. Whenever I just checked the toggle to enable shaders, but all sub-options off, my fps dropped to about 4. The recent shader options revamp seems to put me in the 4 fps mode even though I set everything to minimal. I wonder what changed there to hog the GPU performance. Sure, it's an old and crappy i915, but the change is pretty significant, and the options I am setting are basically minimal eyecandy to get max fps. Anyone got a clue why this happens? I have this problem as well, and have a considerably better card then yours. I've done lots of testing trying to get it better, but I've simply come to the conclusion my card must hate Shaders. We did some testing in the UFO one day, I would get 170 fps on the runway at TNCM, and after enabling shaders/clouds/trees, still sitting on the runway, I would be at 70 fps. Over 70 fps of this was from shaders alone, rest from trees seemingly. In most (nice looking) aircraft this translates to 60+ 15fps. I wish you luck in your venture but I'm honestly suprised you muster 25 out of the i915 at all. My last desktop was limited to an Intel GMA and I did not have such luck. -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
Hi, The recent shader options revamp seems to put me in the 4 fps mode even though I set everything to minimal. could it be thre trees? They are now no-longer dependant of the Shader/Quality-vs-Performance setting... Next to that there are some typos/faults in current Git with respect to shader-properties, so it is possible that some shaders are accidentally still enabled. I'm preparing a commit that fixes quite some bugs, hope to push it today. But you can already test it via https://gitorious.org/fg/fgdata/merge_requests/124 Cheers, Gijs -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Recent shader stuff vs 2.4
On 12 December 2011 16:48, Gijs de Rooy gijsr...@hotmail.com wrote: could it be thre trees? They are now no-longer dependant of the Shader/Quality-vs-Performance setting... This is another way to set FPS limit to about 2 ;-) But it was off when I was testing. to push it today. But you can already test it via https://gitorious.org/fg/fgdata/merge_requests/124 Looks like you got time to commit it. My initial test proved to be promising, this seems to have resolved at least most of the slowness. For some reason I think the GPU just chokes if there is any shader active. Now I get 20fps on a lucky day and simple scenery, so I think the performance is where it was before. Goodness, and thanks! //Tuomas -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel