Comments on: What Is the Cost of 1 Million Vertices? https:/2011/04/what-is-the-cost-of-1-million-vertices/ Developer resources for the X-Plane flight simulator Sat, 30 Apr 2011 09:56:35 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: madine https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2082 Sat, 30 Apr 2011 09:56:35 +0000 http://www.x-plane.com/blog/?p=3374#comment-2082 In reply to Ben Supnik.

Great, so if I understand well, XP10 will be able to load “a little bit” more than XP9 …

Merci pour l’offre de Pizza, mais je les aime chaudes alors il va falloir la servir pronto !!

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By: Ben Supnik https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2078 Fri, 29 Apr 2011 18:37:13 +0000 http://www.x-plane.com/blog/?p=3374#comment-2078 In reply to youhou.

Right. In X-Plane, the textures are scalable using LOAD_CENTER, at least up to a point, but the mesh is pre-baked. So … you can throw a lot of texture res at X-Plane but you can’t throw a ton of mesh detail. We’ll grow the architecture to scale the mesh too, at least up to a point. (I think there are limits to the usefulness of high-res meshes, but there’s no question that the current limits are too low.)

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By: youhou https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2077 Fri, 29 Apr 2011 18:34:30 +0000 http://www.x-plane.com/blog/?p=3374#comment-2077 In reply to madine.

Because FSX has separated mesh (raw data) from vector data, and made realtime tesselation, LOD etc… determined by the user in graphics options (the circle of LOD… distance). All things outside the circle is not loaded.. or with less details.

X-Plane has baked TILES, and ALL the 6 tiles must be loaded with FULL details.

I am playing with Condor scenery at this time, and there is the same system as FSX… no vector data, but raw “mesh” with little tiles draped over.

Sinon, tu veux une pizza, Mr Madine ? 😀

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By: madine https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2071 Thu, 28 Apr 2011 17:27:51 +0000 http://www.x-plane.com/blog/?p=3374#comment-2071 That explains finally why I have so many “Xmapped run out of memory” troubles with better meshes and orthosceneries.
if I’m right, they are stored on the main memory, so it is not a real “memory trouble” but a “bus trouble”, for which X-plane is not in fault.
Is there any way to improve something for this in XP10 ??

(I really can’t understand why FS – sorry, don’t bite .. lol- is able to have large orthoscenery with very accurate mesh … I think I have seen somewhere some 1.2m meshes !!!!)

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By: Ben Supnik https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2070 Thu, 28 Apr 2011 11:48:54 +0000 http://www.x-plane.com/blog/?p=3374#comment-2070 In reply to Lozz.

I used three things to look at perf – sadly two of them I can’t share.
1. I have an app from another company that is covered by NDA. (But: it’s really just a very short program that does gl draw calls, so no magic there…it was useful to validate that X-Plane’s “real world” overhead was within reason.)
2. X-Plane itself…much easier done in XP10 with a few source modifications to check certain cases. (A build flag can be turned on that provides more hooks into rendering for this purpose.)
3. When X-Plane is set to ‘thrash’ memory, the transfers are visible via “driver monitor”, a tool that comes with Apple’s developer tools. You see “texture page-ons”, which really means “meshes or textures that need to be in VRAM.

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By: Lozz https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2068 Thu, 28 Apr 2011 04:11:10 +0000 http://www.x-plane.com/blog/?p=3374#comment-2068 What app did you use to test your PCIe performance? I want to test whether the limited 8x PCIe on the new MacBook Pro (due to Thunderbolt) is affecting throughput at all.

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By: Steve in Tucson https:/2011/04/what-is-the-cost-of-1-million-vertices/#comment-2067 Wed, 27 Apr 2011 23:17:11 +0000 http://www.x-plane.com/blog/?p=3374#comment-2067 Man, I was having a coronary every time Rhino meshed my relatively simple fuselage at over 20,000 polygons, which is about 16,000 vertices, depending, of course, on how I configure the mesher. Hmm. It’s quite smooth at around a density of 13,000 polygons, 11,500 vertices or so. But if I’m playing with a gig of VRAM, this is itty bitty, and I predict more fun to come. It’s important to be conservative, but conservatism can be taken too far. My life just got easier. Thanks, Ben!

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