Howto:Improve framerates: Difference between revisions

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Anything below about 15 frames per second (fps) is close to unplayable, or at least, will not be enjoyable.  Additionally, the more the framerate decreases, the more other features of the simulation will suffer.  The current FG software architecture is such that long rendering times (slow framerates) may prevent other parts of the flight simulator, such as the autopilot, from having sufficient CPU time to respond correctly in the context of the simulation.
Anything below about 15 frames per second (fps) is close to unplayable, or at least, will not be enjoyable.  Additionally, the more the framerate decreases, the more other features of the simulation will suffer.  The current FG software architecture is such that long rendering times (slow framerates) may prevent other parts of the flight simulator, such as the autopilot, from having sufficient CPU time to respond correctly in the context of the simulation.


FlightGear's framerate is influenced by various factors, including these:
FlightGear's framerate is influenced by various factors, including:


* scenery complexity
* scenery complexity

Revision as of 18:56, 26 August 2006

Anything below about 15 frames per second (fps) is close to unplayable, or at least, will not be enjoyable. Additionally, the more the framerate decreases, the more other features of the simulation will suffer. The current FG software architecture is such that long rendering times (slow framerates) may prevent other parts of the flight simulator, such as the autopilot, from having sufficient CPU time to respond correctly in the context of the simulation.

FlightGear's framerate is influenced by various factors, including:

  • scenery complexity
  • cockpit complexity (2D vs. 3D)
  • environmental options (eg. visibility)
  • FDM update interval
  • AI scenarios
  • Aircraft speed (scenery paging)


You can disable most features that often adversely affect framerate. Here is a collection of settings that you may change to improve your framerate. Please note that some of these will only take effect if they're specified at startup and cannot be changed after the simulation has started:

TODO:

  • LOD
  • AI traffic
  • 3D Clouds
  • Scenery textures resolution ($FGROOT/Textures vs $FGROOT/Textures.high)
  • ...


Contrary to what many people believe, the impact of high vertex-count models on framerate is fairly minimal. For graphic artists, the key things that should be avoided are:

  • high resolution textures
  • textures containing alpha
  • textures themselves
  • unwant polygons casting shadows


External links

Optimizing file size, performance and streaming of 3D content