Talk:North American P-51 Mustang: Difference between revisions

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:::OSG has its builtin LOD/Decimation, any individual "feature" that would be rasterized to less than 8px (default, could be set to an arbitrary size) will be culled away. Everybody's whining for LOD, but they forget one essential thing, LOD comes at a cost (roughly speaking 1.5x increase in memory usage, both system and video, so if your model is already 'heavy', LOD won't help, it will actually make things worse; either that or thrashing as you load LODs individually if you went that route).
:::OSG has its builtin LOD/Decimation, any individual "feature" that would be rasterized to less than 8px (default, could be set to an arbitrary size) will be culled away. Everybody's whining for LOD, but they forget one essential thing, LOD comes at a cost (roughly speaking 1.5x increase in memory usage, both system and video, so if your model is already 'heavy', LOD won't help, it will actually make things worse; either that or thrashing as you load LODs individually if you went that route).


:::There are a few very "cheap" and effective strategies to optimize your model. Biggest wins come from merging all "static" meshes into one. Then clean up your textures, don't leave alpha channels in opaque textures (causes unneeded overdraw and depth testing, not to mention weird culling/transparency bugs; I'm talking about the diffuse texture, not the additional ones assigned/used by effects). Then you can look into optimizing vertex/tri count, and there you can start with removing faces that will never be seen. Then you can look into detail optimizing, like what features are easier and cheaper to do via a texture+normalmap vs. what can be modeled. It's all smoke and mirrors, and the fewer resources your result needs the better, even if that means that it's no longer 100% accurate (irrespective of what GPU it ends up on)
:::There are a few very "cheap" and effective strategies to optimize your model. Biggest wins come from merging all "static" meshes into one, and using one single texture sheet (so called atlas) for the whole model (except of course transparent parts/textures that need to be separate) . Then clean up your textures, don't leave alpha channels in opaque textures (causes unneeded overdraw and depth testing, not to mention weird culling/transparency bugs; I'm talking about the diffuse texture, not the additional ones assigned/used by effects). Then you can look into optimizing vertex/tri count, and there you can start with removing faces that will never be seen. Then you can look into detail optimizing, like what features are easier and cheaper to do via a texture+normalmap vs. what can be modeled. It's all smoke and mirrors, and the fewer resources your result needs the better, even if that means that it's no longer 100% accurate (irrespective of what GPU it ends up on)


:::BTW, minimal system requirements for fg are an OpenGL2.1/GLSL1.2 capable card, period. That's what it needs to run, until further notice (a port to OpenGL3.1+ will have to be done sooner or later). That means a generation 8xxx nVidia card or the ATI equivalent (I'm not even going to discuss the IGP solutions as they're not worth it). They're by far not current cards, but they can and should handle it very well, if things are properly optimized. (Would it interest you if I told you I can run trees and random buildings at density 2.9 on an 8800GT with minimal framerate impact? Oh yeah, with dense 'grass' generated nearby too? This requires minimal changes to the source, but its not really prime-time ready yet)
:::BTW, minimal system requirements for fg are an OpenGL2.1/GLSL1.2 capable card, period. That's what it needs to run, until further notice (a port to OpenGL3.1+ will have to be done sooner or later). That means a generation 8xxx nVidia card or the ATI equivalent (I'm not even going to discuss the IGP solutions as they're not worth it). They're by far not current cards, but they can and should handle it very well, if things are properly optimized. (Would it interest you if I told you I can run trees and random buildings at density 2.9 on an 8800GT with minimal framerate impact? Oh yeah, with dense 'grass' generated nearby too? This requires minimal changes to the source, but its not really prime-time ready yet)
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