Thorsten

> -----Original Message-----
> From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
> Sent: 21 February 2013 10:31
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Low visibility issues
> 
> > I was not referring to a frame rate issue, but FG running out of memory.
> >
> >
> http://www.flightgear.org/forums/viewtopic.php?f=5&t=18913&p=177392#
> p1
> > 77392
> >
> > It is rare to see that happening using the current scenery, but here
> > if I select random buildings and objects with a high value for trees,
> > I can get Win32 to run out of memory. Apparently at least one other
> > user has a problem.
> 
> I do not doubt that you can make FG run out of memory on a 32 bit system
> (you can also do it on a 64 bit system if you try really hard). My point
is more
> that memory issues should be dealt with by eliminating the root cause,
i.e. by
> switching off random buildings and trees on a low memory system and by
> not using hires textures, not by reducing visibility to low values.
Compared to
> the memory footprint coming from high-detail aircraft and random
buildings,
> the effect of 10 km vs 20 km visibility on memory is negligible. We have
> aircraft in the repository which fill more than 300 MB of GPU memory -
> loading terrain vertices worth 20 km is a very small fraction of that,
even in
> hires scenery. Even in custom Italy with 50 km visibility, I had about
half a
> million of terrain vertices in the scene, that's 1.5 million  or so
numbers. That's
> the order of magnitude of a good-sized texture sheet - 1024x1024 has about
> a million numbers - with a lower precision, but with added mipmapping,...
> 

Perhaps I wasn't clear enough. Let me try again 20 km isn't really enough
for a realistic AG radar - we really need an order more, but we could
possibly manage with 50 - 100 km. (To put that in context, the Blue Parrot
radar fitted in the Buccaneer had an AG range of 200 nm). It's at these
bigger numbers, coupled with detailed scenery, that we run into the problem
of running out of memory. I'm not saying that we shouldn't do it, but we
should do it with our eyes open. Or perhaps there are techniques, such as an
inner and outer scenery caches which would help us to a better solution than
tuning off nice features such as trees.

We are also facing the user with a bewildering array of options, spread over
2 menus in the GUI, with limited guidance on how or why they should be used.
Does anyone actually have a handle on this? I thought I was an experienced
FG user, but this one is getting away from me. That said, with the right
settings, FG can look absolutely stunning - just before it runs out of
memory :-(

Vivian



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