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I am working on my first FS2002 SDK/Gmax ground polygon scenery project. It is a relatively large airport and I am nearing completion of the ground polygon work.
But I notice that the FS2002 bgl groung poly scenery file is causing nearly -10 FPS drop in the performance. It is disheartening considering I haven't even begun 3D modeling of the airport buildings yet.
I believe also with FS2002 SDK in FSX there is no drawcall batching gain.
So what are the performance improvement tips/techniques used to model an efficient FS2002 SDK ground poly for FSX (SP2) ?
I guest,
- lower vertex count (but means less detailed look..)
- lower total texture number (=lower drawcalls) (also means less detailed look)
-...?
What else I am missing?
Thanks for any suggestions.
Sunay
But I notice that the FS2002 bgl groung poly scenery file is causing nearly -10 FPS drop in the performance. It is disheartening considering I haven't even begun 3D modeling of the airport buildings yet.
I believe also with FS2002 SDK in FSX there is no drawcall batching gain.
So what are the performance improvement tips/techniques used to model an efficient FS2002 SDK ground poly for FSX (SP2) ?
I guest,
- lower vertex count (but means less detailed look..)
- lower total texture number (=lower drawcalls) (also means less detailed look)
-...?
What else I am missing?
Thanks for any suggestions.
Sunay

