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MipMaps...

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366
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us-maryland
Reason I ask is the scenery I'm creating causes my system to stutter and take up to 2 seconds to load when "glancing" back at the airport when in the pattern. I'm guessing it's a texture problem since I am close enough to the airport to see the stuttering "minimize" after the textures show. I have noticed that even with the default airport the area seems to hog a few more frames than usual (Dallas-Fort Worth area) but not so much as to cause my problems. My scenery is not even close to being complex nor polygon overloaded... I've even compiled everything to display depending on FS settings and varying distances (ie: fence show when within 2000', static aircraft show when within 6000', ligts and telephone poles show when within 4000', and Hangars fow when within 8000'... etc...)

I've decreased the size of all, except the most detailed, textures to 256x256 DXT1 for day and 8-bit for night. I'm using the FS2002SDKs in FS2004 since the FS2004 SDKs don't seem to allow shadow removal and the simpler creation of lights (too confused with effects and attaching them right now).

So... hopefully I've given enough information. If I were to impliment MipMaps in all the textures... would this stop, or at least minimize, the stuttering/pausing issue? Or would it help more if I were to compile as much of the scenery with the FS2004SDK as possible??

This is frustrating as I believe I've tweaked and optimized my FS9, PC and the scenery as much as I can for performance and quality...
 
Messages
366
Country
us-maryland
I may've found the source of my problem... although any more input is worthwhile.

I just found out, it seems, the importance of setting an API's V1, V2 and Range and it's MAJOR effect on rendering textures and objects. I'd say 95% of my stuttering is gone.

I always learn "the hard way"...
 
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