Random Buildings: Difference between revisions

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The old urban effect, even at minimum quality level, does a lot of texture reading. It needs to iteratively compute the intersection point of your view line with the heightmap, and so needs to read the heightmap quite a lot (if I remember correctly, it might need to read it up to 20 times - most 'normal' shaders read perhaps 1-5 textures). Texture read operations are generically expensive, more so on less powerful hardware.
The old urban effect, even at minimum quality level, does a lot of texture reading. It needs to iteratively compute the intersection point of your view line with the heightmap, and so needs to read the heightmap quite a lot (if I remember correctly, it might need to read it up to 20 times - most 'normal' shaders read perhaps 1-5 textures). Texture read operations are generically expensive, more so on less powerful hardware.


So the urban effect has quite different demands on the GPU than other effects, and there is no reason it should scale like other effects - it is quite possible that it simply doesn't run fast enough on your machine. The urban effect is really a visual hack anyway, we'd strongly suggest leaving it off and using the new 'random buildings' feature instead, as described below:
So the urban effect has quite different demands on the GPU than other effects, and there is no reason it should scale like other effects - it is quite possible that it simply doesn't run fast enough on your machine.  
 
The new 'random buildings' gives a much more realistic look, from above *and* beside, and doesn't do a zillion texture lookups. It does eat some RAM but most people have more RAM than GPU fill-rate these days, when runing FlightGear. (Also you can tune the random buildings density)
 
The urban effect is really a visual hack anyway, we'd strongly suggest leaving it off and using the new 'random buildings' feature instead, as described below:


== The new System ==
== The new System ==

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