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== LoD, Mesh size and Framerate == | == LoD, Mesh size and Framerate == | ||
Unlike WS2.0 which has a fixed terrain mesh, VPB provides a variety of settings that have a big impact on the eventual terrain mesh. The two main settings (the number of LoD levels, and the ratio of the LoD radius and maximum visible range), have a huge impact on the number of vertices, how the terrain looks, LoD "popping", and framerate. | Unlike WS2.0 which has a fixed terrain mesh, VPB uses different terrain meshes with different level of detail (LoD) depending on the distance of the viewer from the particular piece of terrain. | ||
[[File:Virtual Planet Builder LoD.png|thumb|Simplified diagram of different LoD tiles being loaded as an aircraft gets closer.]] | |||
Virtual Planet Builder provides a variety of settings that have a big impact on the eventual terrain mesh. The two main settings (the number of LoD levels, and the ratio of the LoD radius and maximum visible range), have a huge impact on the number of vertices, how the terrain looks, LoD "popping", and framerate. | |||
To attempt to understand the relationship, a test was performed. WS30 terrain was generated for a 2x2 degree section of the European Alps bounded by (7E, 45N), and (8E, 47N), with settings as listed below. FlightGear was then run on a desktop with an NVidia GeForce GTX 1660 with 6GB of VRAM. The system appeared I/O limited as GPU utilization was around 30% and on 2GB of VRAM was used. | To attempt to understand the relationship, a test was performed. WS30 terrain was generated for a 2x2 degree section of the European Alps bounded by (7E, 45N), and (8E, 47N), with settings as listed below. FlightGear was then run on a desktop with an NVidia GeForce GTX 1660 with 6GB of VRAM. The system appeared I/O limited as GPU utilization was around 30% and on 2GB of VRAM was used. |