Understanding Rembrandt: Difference between revisions

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== Shadows at night time ===
== Shadows at night time ==
Well, something seems a bit odd there, because rembrandt is doing shadows, right ? And when I switch to night time mode, I am still just getting 10-15 fps and seeing similar subsystem/osg activity.
Well, something seems a bit odd there, because rembrandt is doing shadows, right ? And when I switch to night time mode, I am still just getting 10-15 fps and seeing similar subsystem/osg activity.


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Basically, it seems there's no "LOD for shadows" taking place, i.e. computations are heavy/complex despite having any light souces in your vicinity that could have an effect realistically. I would have expected that the corresponding shaders/effects specifically look for light source so that the computations kick in, but otherwise don't - unless, rembrandt is even doin moonlight shadow ?
Basically, it seems there's no "LOD for shadows" taking place, i.e. computations are heavy/complex despite having any light souces in your vicinity that could have an effect realistically. I would have expected that the corresponding shaders/effects specifically look for light source so that the computations kick in, but otherwise don't - unless, rembrandt is even doin moonlight shadow ?
== Zero Scenery Tests ==
Using '''--aircraft=ufo - --enable-rembrandt --prop:/sim/rendering/shadows/map-size=8192 --prop:/sim/rendering/shadows/num-cascades=4'''
I can even get way beyond 60 fps when there's not scenery to be displayed, it would be interesting to check what Fred did there, i.e. if there are heuristics in place to recognize this ? We would probably want to add a few static models to the scenery and see what the performance impact is like.
I think through roughly a dozen different test cases like these, one could incrementally understand rembrandt and its stages - obviously, one would now need to edit some of the XML files and maybe some effects/shaders to see how things are affected

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