Hackathon Proposal:Feature Scaling: Difference between revisions

m
no edit summary
m (approved by Stuart)
mNo edit summary
 
Line 1: Line 1:
{{WIP}}


{{Hackathon Proposal
{{Hackathon Proposal
Line 8: Line 7:
|supporters= please add yourself if you are interested in working on this
|supporters= please add yourself if you are interested in working on this
|summary =  a test mode, which flies a 30 second replay tape with the C172 around Hawaii, measures the FPS and repeats for each graphical config: that would be reasonably simple to code up, and give something approximating a sane value (modulo all the zillion ways it can screw up, but…) <ref>https://sourceforge.net/p/flightgear/mailman/message/37129569/</ref>
|summary =  a test mode, which flies a 30 second replay tape with the C172 around Hawaii, measures the FPS and repeats for each graphical config: that would be reasonably simple to code up, and give something approximating a sane value (modulo all the zillion ways it can screw up, but…) <ref>https://sourceforge.net/p/flightgear/mailman/message/37129569/</ref>
|background= There is a performance problem in OSG with too many LOD nodes deep down in the tree, but that’s the usual ‘too many nodes == small batch sizes ==  too many draw calls == sucky performance’ problem.
|background= There is a performance problem in OSG with too many LOD nodes deep down in the tree, but that’s the usual '''too many nodes == small batch sizes ==  too many draw calls == sucky performance''' problem.


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>