Comments on: Three Kinds of Optimization https:/2012/02/three-kinds-of-optimization/ Developer resources for the X-Plane flight simulator Mon, 06 Feb 2012 18:29:52 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ben Supnik https:/2012/02/three-kinds-of-optimization/#comment-4238 Mon, 06 Feb 2012 18:29:52 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4238 In reply to Aussi.

Certainly once I get some dev docs out there will be guidelines to make sure OSX objects hit the fast path.

As a hack, I downloaded that downtown LAX conversion – it’s heavy for my Mac, but went from 12 to 14.5 fps when I replaced the ATTRibutes used with their optimized v10 equivalents…that’s a 20% fps boost for a little bit of search and replace.

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By: Aussi https:/2012/02/three-kinds-of-optimization/#comment-4236 Mon, 06 Feb 2012 17:29:30 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4236 In reply to Ben Supnik.

Another potential big win would be in OpenSceneryX, but currently not with facades – there are only two of them in the library (well done Jonathan! 😉 but even these don’t make use of either of the optimised features mentioned above. I’ll keep an eye open here for any new optimisation options being implemented for objects, lines, polygons or forests, in case there are opportunities for tweaking OSX objects.

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By: Tony https:/2012/02/three-kinds-of-optimization/#comment-4233 Mon, 06 Feb 2012 16:16:16 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4233 In reply to Ben Supnik.

Not to stray off topic, but was wondering when we might start seeing at least some building at airports other than the “demo” area?

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By: Simon https:/2012/02/three-kinds-of-optimization/#comment-4228 Sat, 04 Feb 2012 14:20:25 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4228 Great that you’re able to start fixing such things now Ben. Ha, the doubled ceiling/floor and too many cars reminds me of when Chip built a large building in sketchup
Once. It had a horrendous poly count, common for him, but off the scale. Close inspection revealed he’d placed dozens of those sketchup people, hidden in different parts of the building! Each one is worth, like, 10k verts. Then I found he used some sort of ornate door handle for ALL the doors. I felt like I was playing Doom that day, I erased a lot of ppl..

Yes, all this work is worth it so us 3rd parties can build efficient facades etc. can’t wait to find out how to customize the autogen for local areas too, so we can mix up those lovely residential and commercial buildings.

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By: Ben Supnik https:/2012/02/three-kinds-of-optimization/#comment-4227 Sat, 04 Feb 2012 13:20:38 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4227 In reply to Martin.

Well, first, any optimization to common art assets affects everyone. So optimizations that apply to the autogen, base terrain textures, roads and airport lib will apply outside the demo area. (The KSEA demo area’s parking garage, for example, is the default library one.) And some optimizations will be engine wide. But you are right; some optimizations don’t have kick until third parties adopt them.

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By: Martin https:/2012/02/three-kinds-of-optimization/#comment-4224 Sat, 04 Feb 2012 07:35:12 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4224 Thanks for the insight.
When you are down to these stages of optimization, it seems to me that this is rather about optimizing the first impression (in the Demo area) than of the overall game. Where, besides parking garages, are these optimizations going to be relevant? In a handful of buildings, maybe. Once the scenery builders actually go back and change the objects to use the hints that are offered.

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By: Steve https:/2012/02/three-kinds-of-optimization/#comment-4222 Sat, 04 Feb 2012 00:17:48 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4222 In reply to Ben Supnik.

That’s good….I think! I’ll do some digging and see if I can duplicate the difference. If I find something, I’ll file a bug report. Thanks!

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By: Flightime56 https:/2012/02/three-kinds-of-optimization/#comment-4221 Fri, 03 Feb 2012 23:57:43 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4221 Over the last week I have been trying to find a set of settings that will give me a place to have a standard set of settings to level from, but it is a bit like dealing with Quantum Mechanics, it is the same but gives different frame rates every time, The same scenery, aircraft with no variables (weather, A.I. HDR all off), At one point i get 25-27fr, then the same will give me 6-7fr, same situation, same saturation of objects and very different results, then try to get the frame rate up and you can be a zero on nearly every render setting and still only get a 2-4fr return, restart and you are back at your former 27-25Fr, so i can fly perfectly happily one day and be dogged down the next, without changing anything.

Textures are hard as well, the gap between high and very high seems like a gulf, even if you pull every other render setting back to zero it doesn’t have virtually no effect, high is very jaggy, very high is perfect but unusable, even something in between would be acceptable, extreme textures just crashes the system, so why have it?

I could always find a level base to which i could adjust settings in XP9, but in XP10 I seem to be always on shifting sands and have nothing i really am happy with what i am looking at, and yet at times it comes into perfect focus and with the right frame rate….

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By: Ben Supnik https:/2012/02/three-kinds-of-optimization/#comment-4220 Fri, 03 Feb 2012 23:22:31 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4220 In reply to carrotroot.

No, it will be global objects, I think. The long-term goal is:
– Objects: affects density of all kinds of modeled 3-d
– World level of detail: affects how far out all 3-d goes
– Forests: affects density of forests
– Roads: affects detail of roads
– Airports: affects detail of the airport _ground_ markings and pavement.
That’s the theory at least. Airports can be set up so that at low object density only the _essential_ elements are in place, then in priority order more 3-d comes in. The big divide is between instancing-capable cards (DX11 + some ATI) and not; the instancing-capable hardware has a much higher OBJ density; often you can max them out. Without instancing, you have to dial back objs and/or 3-d distance.

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By: carrotroot https:/2012/02/three-kinds-of-optimization/#comment-4219 Fri, 03 Feb 2012 23:08:25 +0000 http://xplanedev.wpengine.com/?p=3978#comment-4219 “the result should be a Seattle demo area that becomes significantly cheaper when the rendering settings are dialed back just a bit”

I’m guessing (or at least hoping) that this is going to be tied to the Airport Complexity setting and not the Global Objects density setting?

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