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Arno has said that the entire MDL is loaded into memory, whether used or not. For example, all LOD models are loaded into memory at all times, even if they are never actually displayed. How this affects the frame rate (vs the model that is displayed at the moment) is not clear to me.
Hope this helps,
Firstly a *huge* thanks to Sean for making this happen, I really can't say this enough .
Now a quick post regarding the model's performance:
The full VC model is now in FSX, displaying exactly as intended.
I seem to get about the same FPS as for other addon A/C (actually mostly a bit better); roughly 30FPS over moderately built up areas such as SE England, more rural/barren locations obviously give higher numbers with cities having the opposite effect . Whilst I'm not 'over the moon' at 30FPS (and in some cases mid 20s), this is the same for all other A/C on my setup and not just my super detailed model. In fact I have yet to find a case where my model performs significantly worse than others (barring some very simple default A/C that were carryovers from FS2004).
My FSX settings are mostly maxxed out with the exception of autogen density which is set to 'dense' and water one notch down from the max. Anti-aliasing is on and screen res is 2560x1600. My specs in brief: QX6700 Extreme @ 2.6 (stock), GTX480, 4GB Dominator RAM, 680i motherboard. Machine was *very* fast when I bought it, but that was around 5 years ago. Only recent component is the graphics card, which whilst good, I suspect that both my processor and FSX probably aren’t making the most out of it. I’m currently running the model ‘on top of’ a default FSX flight model/file structure until getting my own done, so flight dynamics, sounds, lights etc are all being used by the sim. Textures are all in place (multiple 4096s) except the emissive night variants which aren't yet hooked up. As mentioned in a previous post the only thing missing from a feature standpoint is the animations (all gauges, doors etc) and not sure how much of a hit they’ll have. This is really the only thing I’m worried about performance-wise though as it seems like the rest is working out quite well. If anyone can think of any other variables that I should take into account please let me know! I'm guessing this lack of anims is why my model has a bit of an advantage over some of the others right now, either through less draw calls (elements that will be animated need to be detached into new objects) and/or just the overhead of the anims, mouse-able points etc.
I was hoping that the FSX engine only rendered elements of the model that were on screen. So for e.g. the cabin (back) wouldn't be drawn when looking forward and the main panel not rendered when looking back. This would then mean a *huge* saving in terms of visible polycount, as this being a VC and not an exterior you only ever see bits of it at a time on screen and depending on your field of view it shouldn't ever have to display over half of the model (in my model anyway, in fact mostly *much* less than that!). With that said I seem to get the same FPS whether I only have a small part of the VC on screen or I move the camera outside and render the entire thing, so maybe FSX's culling only works on a model basis and not an object one? More testing needed here though before I'll know for sure.
Finally, if I add normal maps to some of the mesh the frame rate does take a significant hit and the .mdl file size increases massively. More on this soon as I do more testing.
Right now I'm just super stoked (and enormously relieved!) to see everything up and running as it should be. I'll have a much better idea in a week or two, but for now it's all looking quite promising .
Cheers,
Robert
I was hoping that the FSX engine only rendered elements of the model that were on screen. So for e.g. the cabin (back) wouldn't be drawn when looking forward and the main panel not rendered when looking back. This would then mean a *huge* saving in terms of visible polycount, as this being a VC and not an exterior you only ever see bits of it at a time on screen and depending on your field of view it shouldn't ever have to display over half of the model (in my model anyway, in fact mostly *much* less than that!). With that said I seem to get the same FPS whether I only have a small part of the VC on screen or I move the camera outside and render the entire thing, so maybe FSX's culling only works on a model basis and not an object one? More testing needed here though before I'll know for sure.
I remember reading of this some years ago myself. I do know that what used to work in FS9 (hiding parts of a model) no longer works in FSX.
Bill,
just to clarify: Hiding parts of a model works fine, it just has no performance gains...
<!-- STROBE LIGHT FLASHER -->
(A:LIGHT STROBE,bool)
(A:ELECTRICAL MASTER BATTERY,bool)
and
if{
(P:Absolute time,seconds) 2 % 0.4 > !
if{
(P:Absolute time,seconds) 0.2 % 0.1 > !
if{ 1 (>L:Strobe,bool) }
els{ 0 (>L:Strobe,bool) }
}