Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten wrote:

 -Original Message-
 From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
 Sent: 21 February 2013 06:54
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Low visibility issues
 
 Vivian:
 
  There seem to be significant issues with the loading of terrain. If we
  load too much, the frame rate drops, if we load too little it looks
  poor, and AG radar doesn't work. Actually. We don't load enough for AG
  radar to work realistically in any case. We probably need something
  between 50 and 100 k for this , and we're unlikely to accommodate the
  memory requirements of this, at least for 32 bit systems.
 
 James:
 
  a) is a trivial fix in the tile-manager, I think, and seems reasonable
  to me. The only issue will be setting a sensible minimum size, since I
  assume some people are brining the visibility down to reduce number of
  tiles loaded, and hence RAM use / frame-rate.
 
 Okay, here are some experimental facts on my old 32bit system. I had a
 GeForce 8600M and 4 GB of memory with a 32bit Linux installation. With
this
 setup, without using random vegetation and random buildings, I could
 render terrain with 250 km visibility range (I patched the binary for that
 purpose, otherwise it gets clipped at 120 km) without any problems in
 default scenery. I could easily do 120  km in custom scenery, and even
with
 vegetation and buildings on 55 km were quite safe in custom scenery. So
it's
 not true that fixing a minimum visibility of 20 km we'd run into 32bi
memory
 issues.
 
 As for framerate, I'd guess that GPUs which are so old that they have real
 issues processing the vertex count of 20 km scenery fast enough are hit
also
 hard by the fragment shader - but fragment shader load is independent of
 the visibility range.
 
 There are lots of forum users who have issues with low framerate - about
 anything (no random vegetation, no shaders, no random buildings, no
 complex planes, no AI traffic, no 3d clouds...) seems to help more than to
get
 visibility down. I'm not aware of any single user who uses less than 20 km
 visibility because the framerate is not acceptable otherwise, and I have
never
 seen anyone suggest this to users. Since vertex count goes quadratically
in
 visibility, it matters a lot if you use 50 or 120 km, but not so much if
you use 10
 or 20.
 
 Nevertheless, at some point my suggestion would be to create a
 commandline-enabled legacy mode for really old hardware which gives you
 access to a minimal setup in which terrain radars, Advanced Weather  Co
 are disabled, but define the default setup of FG in such a way that
terrain
 interaction based stuff can make assumption about how much terrain is
 loaded. For a halfway decent system, 20 km should not be any problem if I
 could run 250 km on a 5-year old laptop, and I think we can at some point
 make that default assumption and have a fallback option in case it doesn't
 work.
 

I was not referring to a frame rate issue, but FG running out of memory. 

http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p177392

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.

Vivian





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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
 I was not referring to a frame rate issue, but FG running out of memory.

 http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p177392

 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,... 

* Thorsten


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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Wednesday, February 20, 2013 08:44:24 Renk Thorsten wrote:
.
 
 1) Black skies: This may either be skydome unloading which I can't reproduce
 (but we should have a property preventing that, I don't know if it's set
 only by Advanced Weather, if not then this is a Basic Weather problem, not
 a shader issue) or actually the correct behaviour - if you have 50 m
 visibility in a 300 m thick fog layer, you're 6 attenuation length down, so
 the amount of light reaching the ground is just exp(-6) ~ 2 permille of
 that reaches the top of the layer. Which gives you a pretty dark sky. If
 dense fog is to appear white, it can't be a very thick layer.
 

 Thanks,
 
 * Thorsten
 

This should be easily fixable by having the atmospheric scattering checkbox set 
the value of: 
/sim/rendering/minimum-sky-visibility 

to 0, and returning it to the default value when unchecked.

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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 10:31:18 Renk Thorsten wrote:
  I was not referring to a frame rate issue, but FG running out of memory.
  
  http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p17739
  2
  
  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,...
 
 * Thorsten

Draw distance and, consequently, fog used to mask the edge, has always been 
used as a device to limit graphics workload, resources needed, and improve 
performance of 3d applications. 
It allows you to fill the visible scene with as much detail as you can handle, 
and provides a fairly gracious and credible way of hiding the cutoff.

And this technique isn't going away soon.

And this is exactly the case of decent GPUs stuck on a limited memory system 
(be they 32bit or low memory ones), they can handle all the goodies in a 
limited scene (maybe even more), but their memory can't hold the wide scenes.
Why should those users be forced to give up on those goodies just because one 
part of the rendering scheme doesn't want to play by the rules? Even more so 
when there's no indication that happens...

The default max visibility value is a pretty sane default, and simply 
increasing that to huge values without any kind of  warning  of  the 
implications provided to the unaware user is simply _BAD_DESIGN_ imho. 
(As is disabling the z/Z key behaviour in one of the weather options, again 
without any warning provided whatsoever).


Cheers,
Emilian



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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
 Why should those users be forced to give up on those goodies just  
 because one
 part of the rendering scheme doesn't want to play by the rules? Even  
 more so  when there's no indication that happens...

 The default max visibility value is a pretty sane default, and simply
 increasing that to huge values without any kind of  warning  of  the
 implications provided to the unaware user is simply _BAD_DESIGN_ imho.
 (As is disabling the z/Z key behaviour in one of the weather options,  
 again without any warning provided whatsoever).

Fact check:

1) I'm proposing to set the distance out to which the terrain is 
unconditionally  loaded to a value of 20 km. The hard-coded default max value 
of the visibility is currently 120 km. FGs default visibility at startup is 
about 16 km (and I'd be fine with that value as well). 

No idea why my proposed 20 km would be a 'huge value'.

2) There is LOD bare under user control which allows you to unconditionally set 
a lower value for the terrain you load. There is a max. visibility slider for 
Advanced Weather which allows you to define the maximum visibility that 
Advanced Weather will ever reach - this is initialized to a rather low value. I 
don't know if this is synchronized with the max. visibility in Basic Weather, 
it isn't in Advanced Weather, which is something I can fix if needed. 

There is _no_ talk about 'giving up goodies' here if goodies are a limited 
range of the scene, and there is _no_ bad design here because all can be 
controlled in a sane way from the GUI.

3) The purpose of loading unconditionally 20 km worth of terrain is not 
'because one rendering scheme doesn't play along' but to prevent

* terrain radar code (which'd be especially useful in low visibility 
conditions) breaks as it can't probe terrain elevations ahead
* Advanced Weather can't get terrain elevation info and is unable to assemble a 
reasonable picture of the surrounding terrain
* the light scattering shader does not longer know what color the fog should be 
when looking down, as the skydome representing the terrain does not have an 
altitude - so there appear mismatches between skydome standing for terrain and 
residual actual terrain (yes, terrain altitude and slope matters even if you 
can't see it - a completely fogged mountain can still block light!) 
* when passing a low visibility region (say a cloud with 100 m, as defined to 
make the cloudbase of thermals more realistic), there is no terrain left when 
coming out, and you see it re-loading which looks a bit silly
 
4) z/Z is disabled because weather comes with a model for the vertical change 
of visibility as you go to different altitudes. You are allowed to affect that 
model (that's what sliders are for), but you are not supposed to micro-manage 
the weather simulation. There's a clear idea behind all of this, which is that 
in Advanced Weather you trust the simulation to have an understanding of 
weather and terrain and get the details right, you do not adjust the details. 
I'm not forcing any Basic Weather user to the Advanced Weather philosophy, 
don't try the reverse on me. 

Leaving your obvious expression of dislike for Advanced Weather aside, is there 
anything in your post which has relevance for what we're discussing here? If 
yes, please explain.

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 11:13:21 Renk Thorsten wrote:
  Why should those users be forced to give up on those goodies just
  because one
  part of the rendering scheme doesn't want to play by the rules? Even
  more so  when there's no indication that happens...
  
  The default max visibility value is a pretty sane default, and simply
  increasing that to huge values without any kind of  warning  of  the
  implications provided to the unaware user is simply _BAD_DESIGN_ imho.
  (As is disabling the z/Z key behaviour in one of the weather options,
  again without any warning provided whatsoever).
 
 Fact check:
 
 1) I'm proposing to set the distance out to which the terrain is
 unconditionally  loaded to a value of 20 km. The hard-coded default max
 value of the visibility is currently 120 km. FGs default visibility at
 startup is about 16 km (and I'd be fine with that value as well).
 
 No idea why my proposed 20 km would be a 'huge value'.


I was talking about the 16km value (sorry for not being more clear about that)
 
 2)  3)
I wasn't talking about these, neither was Vivian.

 
 4) z/Z is disabled because weather comes with a model for the vertical
 change of visibility as you go to different altitudes. You are allowed to
 affect that model (that's what sliders are for), but you are not supposed
 to micro-manage the weather simulation. There's a clear idea behind all of
 this, which is that in Advanced Weather you trust the simulation to have an
 understanding of weather and terrain and get the details right, you do not
 adjust the details. I'm not forcing any Basic Weather user to the Advanced
 Weather philosophy, don't try the reverse on me.
 
 Leaving your obvious expression of dislike for Advanced Weather aside, is
 there anything in your post which has relevance for what we're discussing
 here? If yes, please explain.
 
 * Thorsten

There's no warning/statement about what that selection implies, nowhere.
The average user doesn't know what that will do to his system, or how it will 
change behaviour of other parts, that seem unrelated, nor has he control over 
a simple thing that might improve his experience, while enjoying both high 
detail scenery+objects and advanced weather. 

Sorry, but for me, forcing your usage-pattern on the user just because you 
think you know better what he wants is bad_design by definition.








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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
 I was talking about the 16km value (sorry for not being more clear about
 that)

Sorry this should have read:
I was talking about the 16km value (sorry for not being more clear about that) 
and see below for the huge value.

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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
 I was talking about the 16km value (sorry for not being more clear about  
 that)  and see below for the huge value.

Let me get this straight. You state that the 16 km are a pretty sane value. The 
proposal being discussed is to load terrain to 20 km no matter what the 
visibility is. Vivian has concerns about memory on 32bit systems. I have test 
data showing that I can do 250 km visibility on a 32bit system and 50 km with 
trees and buildings and custom scenery. 

So as far as the topic of the discussion is concerned (which up to this point 
had nothing to do with what visibility Advanced Weather may or may not set) - 
can we agree that 20 km (or 16 km) of terrain loaded no matter the visibility 
is a sane value even for a 32 bit system? Or do you have different test data? 


This

 There's no warning/statement about what that selection implies, nowhere.
 The average user doesn't know what that will do to his system, or how it  
 will  change behaviour of other parts, that seem unrelated, nor has he 
 control  
 over a simple thing that might improve his experience, while enjoying both  
 high detail scenery+objects and advanced weather.

has nothing to do with the question discussed (which is how much terrain we 
load when the visibility is small). It is a quite different issue which you 
bring here for no discernable reason whatsoever (the thread title is 'low 
visibility issues' and you're suddenly switching to high values...).

Your statement as made above is pure hypocrisy.

1) There is zero warning given what increasing the visibility with z might 
imply (I just tried that to be sure). If you're concerned about the correlation 
between memory usage and visibility, you should not care how the large 
visibility is obtained, you should warn whenever this happens.

2) Last time I checked, there was no warning given that the IAR-80 uses a large 
chunk of memory. If you are genuinely concerned about users filling up their 
memory, why don't you start here?

3) In order for Advanced Weather to reach the really large visibilities, you 
actually need to check a box labelled 'Realistic Visibility' This may also 
provide a hint that we're not doing rendering for a 3d shooter where fog is a 
device to hide the edge of the scene, but that visibility is an essential and 
very relevant property for the environment we're trying to simulate - it makes 
the difference between IFR, hard VFR and easy VFR. Even leaving this argument 
aside, I would argue that a user who has a) set LOD bare to a high value and b) 
checked this box can be assumed to have the intention to render a high 
visibility. 

4) I actually brought up the very same issue on this list - the correlation 
between memory, choosing highly detailed options and getting a large visibility 
delivered. There was a discussion and a decision was made to attach the warning 
to the random buildings options, not to Advanced Weather and to try to decrease 
memory usage of buildings. Strangely enough, things didn't bother you then. I 
wonder what's the use of me bringing up points for discussion if havign 
discussed it doesn't mean that it's settled.



 Sorry, but for me, forcing your usage-pattern on the user just because  
 you think you know better what he wants is bad_design by definition.

Advanced Weather specifies the visibility as a 4-dimensional field 
vis(x,y,z,t), i.e. it changes laterally, vertically and in time. In addition, 
Advanced Weather knows the correlation of weather phenomena and visibility - it 
knows that rain implies low visibility, it knows that visibility deteriorates 
when entering a cloudbase, it knows that visibility stays poor in a warm sector 
pretty high up and similar things. Basic Weather does not know these things, 
it's purely descriptive and has no concept what the weather is.

You can either micromanage visibility as Basic Weather does and give up on all 
these details, or you can hand control to the simulation. There is no GUI you 
could fill in less than 30 minutes which gives you a visibility model as 
detailed as what Advanced Weather runs. If you see visibility as 'just a device 
to hide the edge of the scene' rather than an important property of the 
environment we're simulating, my advice is simply not to use Advanced Weather. 

What you're asking for is equivalent to 'Can't I just _set_ the airplane 
velocity to any value I like without the FDM computing it? I want more direct 
control.' Doesn't make any sense, sorry, if you don't like using FDMs, use the 
ufo. Trying to dumb down an FDM because you want direct control over the 
airspeed is not the way to go, and trying to dumb down the environment 
simulation because you want to micro-manage visibility is not the way to do, 
sorry.

Please note that this will be my only response to this topic, because a) it has 
already been discussed and b) it's not related to the discussion of the thread.

* Thorsten

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner

On 21 Feb 2013, at 11:33, Emilian Huminiuc emili...@gmail.com wrote:

 4) z/Z is disabled because weather comes with a model for the vertical
 change of visibility as you go to different altitudes. You are allowed to
 affect that model (that's what sliders are for), but you are not supposed
 to micro-manage the weather simulation. There's a clear idea behind all of
 this, which is that in Advanced Weather you trust the simulation to have an
 understanding of weather and terrain and get the details right, you do not
 adjust the details.

Suggestion - if z/Z are pressed with advanced weather enabled, make the 
popup-message say 'disabled since visibility is being controlled by advanced 
weather'.

Another option would be to move the visibility control to a dialog, with a 
slider / spin box, and explicitly disable it when advanced weather is 
selection. Then we could lose the keybinding completely, which is something I 
want to move towards for options that are infrequently used, but taking up 
'keyboard space'.

James


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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
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=5t=18913p=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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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Stuart Buchanan
On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
 Suggestion - if z/Z are pressed with advanced weather enabled, make the 
 popup-message say 'disabled since visibility is being controlled by advanced 
 weather'.

 Another option would be to move the visibility control to a dialog, with a 
 slider / spin box, and explicitly disable it when advanced weather is 
 selection. Then we could lose the keybinding completely, which is something I 
 want to move towards for options that are infrequently used, but taking up 
 'keyboard space'.

I agree that it shouldn't be a keyboard assignment, and we should remove it.

I'd need to check, but I thought this was already part of the weather
configuration dialog.

-Stuart

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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner

On 21 Feb 2013, at 15:54, Stuart Buchanan stuar...@gmail.com wrote:

 On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
 Suggestion - if z/Z are pressed with advanced weather enabled, make the 
 popup-message say 'disabled since visibility is being controlled by advanced 
 weather'.
 
 Another option would be to move the visibility control to a dialog, with a 
 slider / spin box, and explicitly disable it when advanced weather is 
 selection. Then we could lose the keybinding completely, which is something 
 I want to move towards for options that are infrequently used, but taking up 
 'keyboard space'.
 
 I agree that it shouldn't be a keyboard assignment, and we should remove it.
 
 I'd need to check, but I thought this was already part of the weather
 configuration dialog.

We had a discussion about this keybinding (and some others, a larger issue of 
mine) on IRC and discovered that all the people using it are developers / 
scenery authors, to 'test stuff'. This makes me think it should be in a debug 
option somewhere, or that we might need a 'scenery test mode' which for 
example, disables weather of any kind completely. (Arguably fgviewer is the 
right solution for this, though it would then be hard to test interaction of 
scenery / models and different Effects options, I guess)

I also think the FoV setting should move to a dialog, but I have the impression 
normal people (not developers) *are* using that to look around 3D cockpits and 
'zoom' on details. Of course FoV and zoom are not quite the same thing, but it 
does work in practice.

James


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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
 Another option would be to move the visibility control to a dialog, with  
 a slider / spin box, and explicitly disable it when advanced weather is  
 selection. Then we could lose the keybinding completely, which is  
 something I want to move towards for options that are infrequently used,  
 but taking up 'keyboard space'.
(...)
 I agree that it shouldn't be a keyboard assignment, and we should remove  
 it.
  I'd need to check, but I thought this was already part of the weather
 configuration dialog.

My view is as well that visibility should be set as part of the environment 
setup and not quickly by a key. This is currently possible when you either 
select 'configure weather manually'  (by entering a value into the form) or in 
a limited way in 'model weather based on METAR conditions' (here you can check 
'Realistic visibility' and specify the max. visibility and the ground haze 
thickness'). You can not do it if you have selected 'interpret METAR directly' 
- maybe if that button is chosen, there should be an advanced options menu 
available to override the METAR settings partially (?) and allow to specify a 
higher visibility (METAR often reports 10 miles or 10 km, which is awfully low, 
and Advanced Weather has some heuristics at work to translate that into more 
realistic values, so a slider here would make sense).

  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 do agree with that, but if my visibility is 300 m, I'd be more than happy to 
take the 20 km ahead resolved in a ground radar rather than having 2 km of real 
terrain ahead of me.

Computing cloud configurations which interact with terrain runs into the same 
problem. You need to have terrain loaded to compute them, so if you want to see 
clouds to 70 km distance, you need to load terrain out to 90 km or so even if 
the terrain can't be seen. I guess for several applications we'd like to know 
the terrain out to (far) larger distances than we render it, but here I do see 
memory issues. That's why I proposed to load a minimum of 20 km, not the 100 km 
which would be comfortable for me ;-)

 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 think not... I was about to bring this up as well. We have a mixture of real 
visibilities and auxiliary LOD parameters

* we have visibility-m and ground-visibility-m which are actually used for 
rendering, i.e. they really correspond to visible fog
* visibility-m doubles as indication how far out terrain is loaded, and by 
extension how far out it is safe to build new weather tiles (since they require 
terrain)
- we have a separate slider to adjust ground visibility for Advanced Weather. 
Admittedly it has no real justification except that it looks pretty darn 
impressive to play with ground fog when you're looking at a mountain range, and 
I can remove it if desired

* we have LOD bare which specifies a maximum out to which distance terrain is 
loaded
-  this is conceptually similar to the Advanced Weather max. visibility and 
could be merged - but max. visibility is runtime, I think LOD bare is read only 
at startup (?) 
- or we start a divorce here and have one parameter independent of the 
visibility which determines how far out we load terrain - for instance for 
radar on high end systems

* we also have LOD rough and LOD detailed but I do not know what they influence
* we have separate drawing ranges for trees, random buildings, clouds full 
detail and clouds with dropped sprites
- these somehow are related to the LOD ranges and should be adjusted there (?)

Do we have even more?

So we'd adjust the *real* visibility parameters under 'Weather' and the 'draw 
object X out until' under 'Rendering'. Does that make sense?

 This would be nice - I went go to great lengths to hide exterior  
 surfaces in
 interior views to improve frame rates when these were a big issue. I  
 think
 they might be culled anyway nowadays. However, there might be other
 advantages in doing this. I'd be happy to modify my handful of ac to
 accommodate this, others with a shed load might not be so happy.

Okay, I will modify the model shader in such a way that it takes an extra flag. 
If the flag is set to zero, it will fog based on a sliding cutoff rather than a 
fixed cutoff and not fog the cockpit most of the time. If the flag is 1 or -1, 
it will either go through the fogging computation regardless of distance 
(exterior surface) or do no fogging (interior surface). This should work 
properly if someone 

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner

On 21 Feb 2013, at 16:32, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I think not... I was about to bring this up as well. We have a mixture of 
 real visibilities and auxiliary LOD parameters
 
 * we have visibility-m and ground-visibility-m which are actually used for 
 rendering, i.e. they really correspond to visible fog
 * visibility-m doubles as indication how far out terrain is loaded, and by 
 extension how far out it is safe to build new weather tiles (since they 
 require terrain)
 - we have a separate slider to adjust ground visibility for Advanced 
 Weather. Admittedly it has no real justification except that it looks pretty 
 darn impressive to play with ground fog when you're looking at a mountain 
 range, and I can remove it if desired
 
 * we have LOD bare which specifies a maximum out to which distance terrain is 
 loaded
 -  this is conceptually similar to the Advanced Weather max. visibility and 
 could be merged - but max. visibility is runtime, I think LOD bare is read 
 only at startup (?) 
 - or we start a divorce here and have one parameter independent of the 
 visibility which determines how far out we load terrain - for instance for 
 radar on high end systems
 
 * we also have LOD rough and LOD detailed but I do not know what they 
 influence
 * we have separate drawing ranges for trees, random buildings, clouds full 
 detail and clouds with dropped sprites
 - these somehow are related to the LOD ranges and should be adjusted there 
 (?)
 
 Do we have even more?
 
 So we'd adjust the *real* visibility parameters under 'Weather' and the 'draw 
 object X out until' under 'Rendering'. Does that make sense?

This is moving in the right direction for sure. I'd like to go a little 
further, and make the LOD setting a simple checkbox labelled 'reduce detail 
adaptively'. Then make the LOD ranges (for trees, clouds, AI models, whatever) 
internal properties, and crucially, enable OSG's LOD-bias feature. This 
effectively scales the 'visible distance' used to select LOD by a factor, and 
we can use a PID controller to adapt it based on target and actual frame-rate. 
(Of course I didn't try it for real yet). This ought to nicely adjust the LOD 
bias, and hence the final LOD, to keep a target rate (say 30 or 60fps). 

Of course if you enable every conceivable shader effect, the PID will drive the 
LOD-bias to a large value trying to keep 60fps with almost nothing drawn, so 
this needs some testing and sensible limits, but I hope could give much more 
flyable results - stuff will just disappear rather than the frame-rate 
plummeting as you approach LFPG or EHAM (or KSFO, even)

(Of course it also needs an audit of our LOD hierarchy, which is currently a 
bit cumbersome, but that's all good incremental work)

James




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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Lorenzo Calabrese
On 02/21/2013 04:26 PM, James Turner wrote:
 On 21 Feb 2013, at 15:54, Stuart Buchanan stuar...@gmail.com wrote:

 On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
 Suggestion - if z/Z are pressed with advanced weather enabled, make the 
 popup-message say 'disabled since visibility is being controlled by 
 advanced weather'.

 Another option would be to move the visibility control to a dialog, with a 
 slider / spin box, and explicitly disable it when advanced weather is 
 selection. Then we could lose the keybinding completely, which is something 
 I want to move towards for options that are infrequently used, but taking 
 up 'keyboard space'.
 I agree that it shouldn't be a keyboard assignment, and we should remove it.

 I'd need to check, but I thought this was already part of the weather
 configuration dialog.
 We had a discussion about this keybinding (and some others, a larger issue of 
 mine) on IRC and discovered that all the people using it are developers / 
 scenery authors, to 'test stuff'. This makes me think it should be in a debug 
 option somewhere, or that we might need a 'scenery test mode' which for 
 example, disables weather of any kind completely. (Arguably fgviewer is the 
 right solution for this, though it would then be hard to test interaction of 
 scenery / models and different Effects options, I guess)

 I also think the FoV setting should move to a dialog, but I have the 
 impression normal people (not developers) *are* using that to look around 3D 
 cockpits and 'zoom' on details. Of course FoV and zoom are not quite the same 
 thing, but it does work in practice.

 James


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limit of EYE vision
and
limit of EQUIPMENT vision

the reason to be of the EQUIPMENT is to override the limit of the EYE
vision.
Are we doing the error to merging this two ?

IMHO, and by logiX there must be out-here people NOT DEVEL, using z/Z 
x/Z.
I used to use it long time before diving in FG devel.
I my case the reason was to adjust the weight of the GPU computing a
better frame rate.

1. When the plane is on the tarmac, the weight is due to numerous
building etc So the limit-of-visibility can help. ok.
2. When it go away from Airport climbing the number of objects is
lower and frame rate raise up.
3. But at some fly level, the scope of view is so big that the number of
visible objects increase and the frame rate decrease.

(and I have a powerful card RADEON but unhappily with bad driver support)
So what about user with less GPU power ???

The BIG weight of processing is the VISION
So, is there not possible to separate the radar calculations ?

I do not know, but just as hint, if we are avoiding to load a lot of
TERRAIN to spare RAM,
can't we have have radars reading infos from NEW files, much lighter,
with info extracted from TERRAIN ?


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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Mathias Fröhlich

Hi,

On Thursday, February 21, 2013 16:43:51 James Turner wrote:
 This is moving in the right direction for sure. I'd like to go a little
 further, and make the LOD setting a simple checkbox labelled 'reduce detail
 adaptively'. Then make the LOD ranges (for trees, clouds, AI models,
 whatever) internal properties, and crucially, enable OSG's LOD-bias
 feature. This effectively scales the 'visible distance' used to select LOD
 by a factor, and we can use a PID controller to adapt it based on target
 and actual frame-rate. (Of course I didn't try it for real yet). This ought
 to nicely adjust the LOD bias, and hence the final LOD, to keep a target
 rate (say 30 or 60fps).
 
 Of course if you enable every conceivable shader effect, the PID will drive
 the LOD-bias to a large value trying to keep 60fps with almost nothing
 drawn, so this needs some testing and sensible limits, but I hope could
 give much more flyable results - stuff will just disappear rather than the
 frame-rate plummeting as you approach LFPG or EHAM (or KSFO, even)
 
 (Of course it also needs an audit of our LOD hierarchy, which is currently a
 bit cumbersome, but that's all good incremental work)
Well, that's on the way.
Please do not steer any lod ranges except may be the lod bias by any property.
That's again cross connecting code areas that do not need to be connected and 
that then suffer from updates into the scene graph that are unneeded.
The osg LOD system is simple but effective if used in a sensible way.

The spt loader used in fgviewer also has lod hierarchies built in. You can 
already load - may be I need to push this series to the latest version - lower 
level of detail huger tiles if you put them into the right directories. That's 
in preparation and has no upstream support form the scenery yet.

Greetings
Mathias

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[Flightgear-devel] Discussion culture clashes

2013-02-21 Thread Renk Thorsten

 ..a pointer to your previous message would help here, this thread
 is broken (in at least my MUA) and getting hard to follow.

Maybe we just have some cultural misunderstandings?

The way I see it - if you want to make a statement in a discussion, you have to 
read what has been said before. No matter how hard it is to follow. No matter 
how long. Everything else is impolite - you're in essence sending the message 
I don't really care what you've been saying already, but I think my opinion is 
so important so that I neither need to react to what you've been saying 
previously nor to care not to repeat what's already been solved - but I expect 
you to react to what I have to say.  You don't want to follow the discussion 
because it's so complicated, that's fine, but then don't speak up.

The categorical imperative will tell you that it doesn't work if some people 
want special treatment. 

In the event Lorenzo argues for instance against loading terrain far out for 
radar purposes. Nobody has proposed to do that, so it's a strawman argument in 
the first place. Vivian has mentioned the dangers of the approach, I have 
agreed with him, so what is the possible point of arguing against something no 
one wants to do? Replying to that only keeps the discussion in one more 
unproductive cycle and doesn't make anything clearer. He argues for using 
visibility as a device to adjust framerate, ignoring all arguments brought 
against seeing visibility as a mere tool to adjust framerate, and despite James 
sketching a LOD bias system  as a well-defined alternative way to get framerate 
adjusted using LOD ranges. So he doesn't bother to read what Vivian, James and 
I have been saying - why should it then be my job to give him pointers?

The way I see it, if you want to criticize something, you first make sure you 
understand the problem so that you can deliver a meaningful critique, and 
ideally you can even suggest a better alternative. If you speak without 
understanding the problem, you're choosing a very unfriendly way to ask others 
to take their time and explain it to you when understanding it should have been 
your job in the first place. If you don't understand, you ask politely for an 
explanation, only if you understand and disagree, you can criticize. The way I 
see it, if you have criticized without understanding, you owe an apology.

The way I see it, arguments should be based on what's correct, not what's 
familiar. I'm repeatedly observing that familiar flaws are seen as completely 
acceptable, but any flaw in new features is jumped on eagerly. I'm even 
observing that any change is held to the standard of what was previously 
installed and is perceived wrong if different. In the forum, there was an 
argument that
 012345Z 23010KT 5000 SHRA SCT012 BKN018 OVC060 15/11 Q1010
is wrongly interpreted because it comes out much darker than in 2.0.0 - 
illustrated with screenshots showing 3/8 cloud cover. The familiar trumps the 
correct, even given that 3/8 cloud cover is definitely not what the METAR says 
- it doesn't matter that we now have the correct cloud cover specified by the 
weather, it matters that it's no longer what is familiar, and this isn't the 
way to make an argument. Having z/Z control visibility because one is used to 
it is no argument for or against it. 

The way I see it, arguments should be backed up with evidence. The memory 
consumption of loading 20 km (50 km, 100 km) of terrain is a number in a 
certain range - we don't need to toss concerns back and forth if we go ahead 
and measure the number, and we should base decisions on evidence rather than 
belief if we can get the evidence.

I don't think these are grossly unreasonable foundations for meaningful, 
productive discussions. I'm not in a position to make anyone else adopt such 
standards as the goal for having a discussions, but could we perhaps give it a 
thought?

* Thorsten
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