Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
Heiko wrote: > And especially in FGFS not really Vertices is one of the big problems, > but .xml's and nasal-scripts. No, you can't say that in general. It quite depends on what you do and what options you use. Whatever you compute, it costs some amount of resource, and how long your frame takes

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Anders Gidenstam
On Sun, 5 Feb 2012, thorsten.i.r...@jyu.fi wrote: > > I haven't really seen any guidelines about efficient shader coding, but > I've come across a few statements here and in the forum now and then, > which I so far assumed to be true. I've now spent the last few days > benchmarking my lightfield/t

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
> Pushing most of the haze shader computation from the vertex to the > fragment level would seem to suggest an approximately constant cost for > the haze for the same view regardless of scenery complexity since the > number of hazy fragments remain about the same. Thanks for the explanations - tha

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
> > Pushing most of the haze shader computation from the vertex to the > > fragment level would seem to suggest an approximately constant cost > > for the haze for the same view regardless of scenery complexity since > > the number of hazy fragments remain about the same. > > Thanks for the explan

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
> > > Pushing most of the haze shader computation from the vertex to > > > the fragment level would seem to suggest an approximately constant > > > cost for the haze for the same view regardless of scenery complexity > > > since the number of hazy fragments remain about the same. > > > > Thanks fo

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Torsten Dreyer
Am 06.02.2012 09:51, schrieb thorsten.i.r...@jyu.fi: > I guess my bottomline is that any code running on a per-frame basis should > be made more efficient when it can be made more efficient, regardless if > it is currently the limiting factor for someone or not, simply because it > may be the limit

[Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Chris Wilkinson
http://flightsimulatorplus.com/terms.html Seems FSP or PFS or FPS or whatever has reinvented itself - that link showed on my Facebook page just now for the first time in perhaps 6 months. What shits me is that the site shows screenshots from v2.4.0 or from git, as the new shader effects are sh

Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Gene Buckle
On Mon, 6 Feb 2012, Chris Wilkinson wrote: > http://flightsimulatorplus.com/terms.html > > Seems FSP or PFS or FPS or whatever has reinvented itself - that link > showed on my Facebook page just now for the first time in perhaps 6 > months. > For those of you with YouTube accounts, please searc

Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Gijs de Rooy
Please refrain from providing real/full links to those websites. You help them getting more exposure on search engines etc. (these mailinglist discussions are available online) Gijs ---

Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Frederic Bouvier
And they even have an old screenshot of FGSD showing LFPX (the airfield where I used to fly in RL) ROFL -Fred -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsof

Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Chris Wilkinson
It is a very mixed bag when it comes to screenshots - some look good, some look old (bad?), some look fake - surely that would be a give-away to warn people away from it? :-) Regards, Chris Wilkinson, YBBN/BNE. From: Frederic Bouvier To: FlightGear develope

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Mathias Fröhlich
Hi, On Sunday, February 05, 2012 22:29:18 Heiko Schulz wrote: > Because no one, not Tim Moore, not me, not anyone, did say this! > The wiki article is btw by Tim Moore. > > But they said, that the bottleneck of GPU's is not the vertice count, but > other things. That never meant that you have to

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Heiko Schulz
Thorsten, >> And especially in FGFS not really Vertices is one of the big problems, >> but .xml's and nasal-scripts. >No, you can't say that in general. It quite depends on what you do and >what options you use. Whatever you compute, it costs some amount of >resource, and how long your frame take

Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread George Patterson
On 7 February 2012 03:24, Chris Wilkinson wrote: > It is a very mixed bag when it comes to screenshots - some look good, some > look old (bad?), some look fake - surely that would be a give-away to warn > people away from it? :-) > And the 419 Nigerian scams doesn't work. Surely the suggestion of