> Gary adressed those creating the 3d-models and aircraft in FGFS.

Yes, quite. And since your own aircraft doesn't repeat and is there
independent of visibility range, so in some sense this is a special case
anyway.

Problem is, once you have created a model, you don't control what others
do with it. Someone might think that a helicopter looks cool parked on a
helipad on an airport as a static object, and that a few of them are even
better. So suddenly multiple copies of the model end up in the scenery.

I don't know first hand what shows up in MP, but some models seem to be a
big issue for other pilots from what I have heard.

Ultimately, I don't care so much for theoretical arguments of what should
scale how, I care for what actually does scale how. The fact is, directly
looking at a cluster of ~5 parked AI aircraft decreases my framerate by
25% when I have high vertex shader load whereas I don't recall seeing this
for low vertex shader load, that much I have established. The conclusion
that models are a potentially large impact and matter is therefore
justified.

Now, I may be wrong and this has nothing to do with vertices. Then
whatever it has to do with would be interesting.


> But GPU's getting better and better today, but still the shape of the
> aircraft does not need hundred of vertices to make it look smooth.

I believe 'as many as needed but not more' is a very reasonable principle.
For an AI plane which most of the time appears as a dot, my smoothness
requirements are actually not very high, but my framerate requirements
are.

The argument that GPU's are getting better isn't a very good one. I have
enough ideas and schemes for atmosphere light and more detailed cloud
rendering worked out to keep the next-to-next generation of GPUs busy, and
I'm guessing so do others. Burning performance for more realistic visuals
isn't often that difficult after all... As an example, an overcast layer
made of 100 m sized cloudlets would look terrific, would be technically
easy to code and would drive any GPU you can buy into single digits (yes,
I actually try such insanity now and then just to see with 1 fps how it
could look if I had the resources to do it).

* Thorsten


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