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But there’s no problem with LOD nodes per-se, they just need to be high up in the tree, switching large amounts of stuff, eg a complete tile, not one window on the front door of a house :) And OSG LOD nodes can use distance or screen-space pixel metrics, and they update per frame, so you could absolutely increase the visibility, but reduce the detail levels, with increasing altitude; turning off trees, OSM buildings, and then /all/ objects. <ref>https://sourceforge.net/p/flightgear/mailman/message/37129429/</ref> | But there’s no problem with LOD nodes per-se, they just need to be high up in the tree, switching large amounts of stuff, eg a complete tile, not one window on the front door of a house :) And OSG LOD nodes can use distance or screen-space pixel metrics, and they update per frame, so you could absolutely increase the visibility, but reduce the detail levels, with increasing altitude; turning off trees, OSM buildings, and then /all/ objects. <ref>https://sourceforge.net/p/flightgear/mailman/message/37129429/</ref> | ||
|details= | |details=One issue is if people are connecting FG to a 2k-4k monitor with a marginal GPU. Such a monitor might be fine for text or 2d digital art, but run into problems in 3d. A way to avoid this would be to force 1080p by default with a message that theri GPU may struggle with the native LCD resolution - and an explanation flightgear can use GPU power to create interesting detail and content or render more of the same (boring) pixels. | ||
Another issue is turning up settings like tree density for a GPU that's in a system with a a slower processor or maybe not much RAM. NVIDIA 10 series and newer use drastically less power - so they can be installed on much older systems sometimes without a power connector. Laptops use desktop GPUs from the 10 series onward, so they may come with less RAM. The LoDs also need to be definitely default, as a high rough LoD can increase RAM usage. RAM/VRAM usage by trees (and instanced shader buildings) can be reduced a hugely by using UBOs if UBO support is added in future - the current method stores copies of the full instancing data as vertex attributes for each vertex. | |||
Currently the RAM and CPU stats are not available in the GPU profile system <ref>https://sourceforge.net/p/flightgear/mailman/message/37129612/</ref> | |||
|skills= [[Property tree]], [[PropertyList XML File]], [[Nasal]], [[Instant Replay]], [[Fgtape]], [[Logging properties]] | |skills= [[Property tree]], [[PropertyList XML File]], [[Nasal]], [[Instant Replay]], [[Fgtape]], [[Logging properties]] | ||
|opportunities=</p> | |opportunities=</p> |