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

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:::::and how much is the impact on RAM? I remember that random buildings at their beginning had been very dense and framerate had been really good- but RAM usage was horrible.  
:::::and how much is the impact on RAM? I remember that random buildings at their beginning had been very dense and framerate had been really good- but RAM usage was horrible.  
:::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 14:30, 11 August 2014 (UTC)
:::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 14:30, 11 August 2014 (UTC)
::::::With only trees and buildings (no "grass") RAM usage tops in the 2.3-2.4GB range (with
--prop:/sim/tile-cache/enable=false, in very detailed areas of EU). But the changes I was talking about are not a 'refactoring' of the code, just enabling some options/flags on the generated geometry, so the code is the same as the current one. The old random building were a completely different approach.
::::::The example was to illustrate that the underlying technology FG is using is old and can be handled by that "antiquated" hardware just fine, and the "modern" hardware only (partly) masks un(der)optimized stuff.
:::::: [[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 15:00, 11 August 2014 (UTC)
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