3/21/2024 0 Comments X plane 11 aircraft densityWe are not turning the car density up yet (it’s not that fast), but at this point with the cars at the highest setting we ship, they now take 2-3 ms total to compute, which means they have no frame rate impact. The code to “rebucket” them has been modified and is now significantly cheaper. Sidney also wrote some code to transfer the textures asynchronously, but we’re holding off until 11.10 for that, as it may require debugging or behave weirdly on some drivers.įaster Car Bucketing. The cars have always cost more CPU than they should, and profiling indicated that 90% of the work was in moving the cars around in our scenery system as they drove. The results look almost the same, but the amount of data transferred is 4x smaller, and more importantly, 8-bit RGBA is the path most likely to be handled well by the driver, so this should be a win. The dynamic FFT-based ocean wave textures we stream in X-Plane 11 are floating point textures in 11.01 (F32 on the CPU, F16 on the GPU). This was an easy decision for getting the tech working, but as it turns out, transferring the textures to the GPU is slow, particularly on the NVidia drivers.*įor 11.02, Sidney has rewritten the shaders to cope with 8-bit waves. There have been a number of questions about performance, so to start, here is some info on three things we’ve done to make 11.02 faster than 11.01.Ĩ-bit Water. X-Plane 11.02 should be out this week we’re down to one bug, whose fix I am verifying now.
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