On Thu, Feb 4, 2010 at 7:15 PM, Heiko Schulz <aeitsch...@yahoo.de> wrote:

> Hello,
>
>
> >
> > Only 250 bytes for a normal sized screen
> > today, but the point is well taken. It's an interesting
> > statistic.
> >
> > I haven't looked at NYC in a while, but our urban areas
> > tend to get clobbered, particularly when the scenery guys
> > strut their stuff for a new release.
>
> I don't see any new sceneries which are clobbered.
>
> You yourself said in another email:
"-Framerates in KSFO 28R less than used to. Usually I get up to 60 fps with
everything enabled in FGFS, but throttled it down to 30.
In KSFO I now get 25 fps with the 777-200, other aircrafts are better."


> > Many of the specific
> > and generic building models are layed out in a way
> > that's non-optimal for OSG and OpenGL, with separate
> > objects and textures for each wall of the building. I
> > usually think more about the frame-rate implications of
> > this, but these separate objects and structures each add a
> > bit to the 500 megs you're seeing. Additionally, we keep
> > way more of these structures around than we need to.
> > Modelers use a lot of animations to specify properties of
> > models that are awkward or impossible to set in AC3D or
> > Blender, but most of these are not animated, are one
> > specific animation (day / night) that could be optimized, or
> > could actually be shared among many models.
>
> That's the problem:
> Usually the most buildings just need day/night time animation, but this
> means to have another .xml. Even for a realistic looking small village we
> need up to hundreds objects with xml. This slows down fps heavy even on a
> high power computer system.
> As I'm already showed using .xml slows down heavily.
>
There is room for improvement here.

>
> > The ideal would be to coalesce all the buildings in a city
> > block into one model with one texture. We're a long way
> > from that with our current models and the random objects
> > scheme. I see a combination of redoing some models and
> > optimization at load time as the way forward towards better
> > performance. Commercial sims and games preprocess all their
> > models into an optimized form that would be loaded directly,
> > but there always seems to be resistance to that idea.
>
> Though I'm not a expert, I always thought that X-Plane, MSFS and Co. uses
> something like a shader/ imposter for crowded areas.
>
> User want to have a good, realistic looking scenery for VFR. But how to
> achieve this easily?
>
> Cheers
> HHS
>
> >
>
>
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