On Friday 09 June 2006 20:50, Mathias Fröhlich wrote:
> Well, all that Fred writes is true as long as the sum of all textures used
> for the scene fits into texture memory of your graphics card. So using many
> huge textures will hurt users of small graphics cards.

Maybe it's time someone clever adds some code to adjust FG's graphics quality 
based on performance like is done in lots of games and MSFS.

i.e. If a user has a graphics card with 64MB of VRAM and we want to load 80MB 
or textures then downscale some of the textures or use texture compression 
automatically in the background.

Using a brute force approach like we do in FG only really works well for 
things like game consoles where all the user's hardware is 100% identical and 
you can tweak the software to run within the system specs.
PC platforms are too diverse for the brute force approach to work very well.

Paul


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