Thorsten (with an H) wrote

> 
> > I haven't fully tested all the options, but in general the frame rate
> > cost seems very heavy.
> 
> > Regarding frame-rates: yes, the Local-Weather implementation kills
> > non-high-end systems (mine, too).
> 
> I'm getting slightly frustrated here. I've spent months to improve
> performance, and I feel by now that I at least deserve a fair judgement
> for my effords, i.e. an apples-to-apples comparison rather than a highly
> skewed comparison.
> 
> The default for the standard 3d clouds is about 16 km visibility of the
> terrain and clouds are visible out to 20 km, clouds do not drift in the
> wind.
> 
> The default comparable local weather call, high pressure, has about 35 km
> visibility (that's a factor 4 more terrain to render), clouds are visible
> out to 30 km (that's a factor 2 more area to cover) and clouds do drift in
> the wind.
> 
> If you want to compare apples to apples, then you have to level the field.
> I've just tested 'fair weather' conditions seen from the same location
> (above KLSV), no cloud movement, same altitude of cloud layers and same
> visibility of terrain (35 km) and clouds (20 km). Under these conditions I
> get 80 fps with the standard 3d clouds and 75 fps with local weather.
> 
> Yes, it's a bit slower under equal conditions. But hardly dramatically so.
> 
> The reason why it appears slower should now be obvious - it attempts to do
> more. If you want to render multiple overcast layers and clouds which
> drift in the wind and flow in a semi-realistic way obstacles in the
> terrain, then yes, that costs framerate. But if you compare the default
> settings, then this is like flying the Cessna over Munich and the Piper
> Seneca over the Paris scenery, and conclude that the Seneca is really
> slow.
> 
> > It has not been commited to the repository and I would not recommend
> > doing so. We should stick to implementing algorithms and systems in the
> > C++ core and use Nasal for prototyping or aircraft supporting logic. The
> > terrainsampler is a good example, after being prototyped in Nasal, it's
> > now a C++ coded subsystem configurable through the property-tree.
> 
> I beg to disagree here. The terrain presampler is a highly specialized
> tool, which is best for what it is supposed to do. A fast vector-method to
> retrieve terrain elevations is a good multi-purpose tool quite independent
> of terrain presampling.
> 
> * weather could use it to model the deflection of the wind around major
> obstacles
> 
> * any ground radar mode could use it to get a picture of the terrain
> 
> * low-flying AI planes could use it to navigate around obstacles for which
> some more global picture of the terrain is needed
> 
> * ...
> 
> All this could be done faster having a fast vector method to get
> elevations in Nasal, and unless you want to hard-code everything, Nasal
> would probably be the platform of choice. What you want to include in GIT
> and what not is of course not my business, but I'd certainly have use for
> the vector elevation sampling beyond the terrain presampling.
> 

I for one would really like a faster, less framerate costly method of
getting elevations. For my purposes, it would need to be hard-coded.

Can't be soon enough.

As for frame rates - I couldn't actually compare like for like because
global weather was bugged here - I understand it is now fixed - so I will
try again. Boy, would I like to see any framerate over 40 with 3D clouds -
and that's with a Core 2 Quad, 4G of RAM and a nVidia 285. Hardly low end.
What do I need to get 80?

But keep on - it was I who first put this in CVS - there IS great potential
here. Oh - and btw - I did persistent contrails as we discussed a while
back.

Vivian






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