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

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Answer to Hal
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(Answer to Hal)
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:::P.S. The Extra500 is a very special case, and its performance issues have nothing to do with a detailed model on old hardware (like some would like you to think), but there the nasal beast rears its ugly head and starts biting ;) (it runs just as bad with a cube replacing the 3d-model)
:::P.S. The Extra500 is a very special case, and its performance issues have nothing to do with a detailed model on old hardware (like some would like you to think), but there the nasal beast rears its ugly head and starts biting ;) (it runs just as bad with a cube replacing the 3d-model)
::Hello Hal,
::As a 3d-modeller who like to see accurate and detailed models I can understand your feelings here. I can see a whole lot of love and time you put into your new model, and everyone who ever saw a real (low)flying P51 can understand. On the other side I can understand Flughund very well. My computer is a  bit older, but still able to run the latest softwares and still above the most given minimum specs.
::I'm still able to use an avarage number of aircraft due to a more or less decent up-to-date powerfull GPU. But I had to make some adjustements to my fgfs settings (reduced visibility of trees, clouds and overall, no random buildings and objects, AI Traffic, multiplayer) and I won't never ever be able to max out the settings in FGFS even with the ufo. ::But compared with other users it seems I'm still on the bright side. But compared with a commercial competitor (X-Plane 10), overall framerates in FGFS seems much lower though I use X-Plane with expensive features like great visibilities, reflecting water surfaces, shadows, a lot objects, moving vehicles on the ground, denser forests....
::And I'm always surprised to see how detailed default aircraft are in X-Plane compared with FGFS! But this X-Plane 10 and not FGFS 3.2.
::I have to admit I have some problems to you use the late P51 now. Not that worse like the 777 or even the EXTRA500, but to a point I have to switch of features.
::I looked at the model and I'm sure - though you tried to optimize it already- there are few more things to consider: I was surprised to see you even modelled the vertical frames inside the fuselage.
::Why? They are not vsisible from the outside. On your powerfull machine you don't see much difference on impact, but this impact is much, much bigger on lower hardware. You can say the difference get bigger the lower the hardware is. I must agree to that 8k x8k px texture are too oversized. Even 4k x4k px are too much until you use real photographs as textures - FGFS has big issues with (V)RAM useage, 1-2 liveries changed and most of the GPUs will run out of RAM. A high number of vertice isn't a problem, that's right, but when they all concentrated on a small spot, they are: I remember some time ago that a small scenery object dramatically decreased fps, when ever I changed the view to it. It didn't use textures with alpha channel, so I was surprised. Looking at it in Blender I saw a very high number of vertices on a small spot. The same applies to aircraft, even when those objects are hide by other objects and not visible.
::Whenever you decide to create a new model you will always have to consider who is the target audience, and what can we expect from them? I agree it is more difficult in FGFS since the interests are really widespreaded. If you wanted to adress those with very good gamers hardware, then go on. If you want to adress the majority of the users here then you should think how you can improve perfomance and make it usuable to them.
::But remember: no one forces them to use your model, and no one forces you to change the model to their favor.
::Cheers --[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 12:25, 12 August 2014 (UTC)


==[OT: Impact of Nasal scripts]==
==[OT: Impact of Nasal scripts]==
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