ALS already has an ON/OFF selection button.
Wouldn't it be useful for Rembrandt to also have such a button, thus being able
to switch it on or off either without restarting the sim?? It would skip all
the inconvenience of restarting the sim for activating Rembrandt.
Thank you! :)/Kle
-
> From: thorsten.i.r...@jyu.fi
> To: flightgear-devel@lists.sourceforge.net
> Date: Tue, 18 Jun 2013 16:26:16 +0000
> Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
>
> > 3/ To wait for better development reaching the target to have REMBRANDT
> > and
> > ALS working well all together, and definitively included within FG.
> (...)
> > The basic content remains the same, some Aircrafts are flying with
> > Rembrandt not with ALS , others are flying with ALS not with Rembrandt
>
> Much has been said about this already. So I'll be brief (by my standards...).
>
> Please consider: The framerate you get to see depends, with full eye candy on
> and on modern CPUs, almost exclusively on how fast the GPU can process the
> shaders. Shader execution speed depends measurably on the number of
> operations performed. I've now had three years to gain hands-on experience
> benchmarking shaders what runs how fast - I believe I do have a good
> understanding of what's going on by now.
>
> You seem to imagine a 'best of two worlds scenario' here. Just looking at the
> operations which the GPU needs to perform for ALS+R and comparing with ALS or
> R alone, the following is far, far more likely to happen:
>
> * The framerate of ALS+R will be a bit slower than the minimum of the
> framerate you get in Rembrandt now and the framerate you get in ALS now. You
> say you can't run ALS on your machine right now - you'll also be unable to
> run ALS+R, because it will be even slower.
>
> * I have yet to see a plane in which the normal mapping is properly declared
> fails to render properly under ALS, but assuming for a moment it exists - for
> a plane to render under ALS+R, it would have to render now under ALS *and*
> under Rembrandt. Which is to say, if it doesn't run under ALS now, it won't
> run under ALS+R, if it isn't Rembrandt compatible, it also won't run under
> ALS+R. So the number of planes which renders properly for you will be even
> smaller.
>
> * As a result, we would be advertizing features which almost no one can run.
> You won't be able to run it because ALS fails to be fast enough for you, I
> won't be able to run it because Rembrandt fails to run fast enough for me, so
> we'll end up creating a major PR disaster with endless user complaints about
> abysmally low framerates and posts all over the place 'But I can run <insert
> 3d game here> without any problems, so Flightgear must be really badly
> written.'
>
> So all problems which the individual rendering frameworks have now will be
> worse. You will also combine the features of course, so you could render
> gorgeous sunset scenes with long shadows cast by mountains - but what's the
> use if that happens at 10 fps?
>
> I have yet to see any real argument why this shouldn't happen. I have test
> data how much you save by perfect z-buffering as used in deferred rendering,
> and that will mitigate the problem but not solve it. Frankly, I'm not keen
> to spend half a year coding something just to create a stream of complaints
> about unusable framerates. All tests I have done so far back me up. So - are
> you sure you would want it even if less planes work and you get less
> framerate than now? Because asking for features just costs a few lines of
> typing, implementing them is a lot more expensive.
>
>
> * Thorsten
>
>
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