Troubleshooting performance issues: Difference between revisions

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Some people have been suggesting to our core/shaders developers to switch to AMD/ATI or even Intel hardware in order to get rid of certain problems. But it's not as simple as that to be honest: FlightGear is a fairly old code base, and it also isn't particularly modern - these days, many parts are basically unmaintained, and haven't been touched in years, despite containing lots of legacy code.
Some people have been suggesting to our core/shaders developers to switch to AMD/ATI or even Intel hardware in order to get rid of certain problems. But it's not as simple as that to be honest: FlightGear is a fairly old code base, and it also isn't particularly modern - these days, many parts are basically unmaintained, and haven't been touched in years, despite containing lots of legacy code.


OSG is much more powerful than you may think, but it cannot magically fix all the problems that FlightGear introduces, we have a ton of features that basically still date back to the pre-OSG days, i.e. when we were using purely PLIB and SDL. OSG itself is generally rock-solid and there are rarely any issues found with it. To see for yourself, just run osgviewer or any of the OSG examples.
OSG is much more powerful than you may think, but it cannot magically fix all the problems that FlightGear introduces, we have a ton of features that basically still date back to the pre-OSG days, i.e. when we were using purely PLIB and SDL. OSG itself is generally rock-solid and there are rarely any issues found with it. To see for yourself, just run fgviewer or any of the OSG examples (osgviewer).


As recently pointed out elsewhere, those OSG examples even support Intel GMA cards, often even shaders to some degree - but we have never really formalized the way OpenGL/OSG code is written/developed for FlightGear, including effects and shaders.
As recently pointed out elsewhere, those OSG examples even support Intel GMA cards, often even shaders to some degree - but we have never really formalized the way OpenGL/OSG code is written/developed for FlightGear, including effects and shaders.


[[Category:Troubleshooting]]
[[Category:Troubleshooting]]

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