Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Visualization Project
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

Orbiter Visualization Project Orbiter external graphics development.

Reply
 
Thread Tools
Old 04-27-2012, 01:12 PM   #376
asmi
Addon Developer
Default

Quote:
Originally Posted by Frankynov View Post
 How is the framerate ?
There is FPS on my screenshots, but please ignore first one as it was made in debug build. I've got Alienware R17 M3 laptop with nVidia 460M video. As you can see it's in very comfortable 60+ range.
asmi is offline   Reply With Quote
Old 04-27-2012, 07:12 PM   #377
dumbo2007
Crazy about real time sims
Default

Ah you got Alienware , I would probably have gone for it but for the same price of $900 I was getting i7 and nvidia 630m + 6 gb with asus
dumbo2007 is offline   Reply With Quote
Old 04-27-2012, 07:15 PM   #378
asmi
Addon Developer
Default

Quote:
Originally Posted by dumbo2007 View Post
 Ah you got Alienware , I would probably have gone for it but for the same price of $900 I was getting i7 and nvidia 630m + 6 gb with asus
I've got i7 and 16 GB RAM, along with 1.5Gb 460M and 3D-monitor And I've got unique Alienware's color backlighting, which can be controlled by software
The only problem - mine was ~$3700...
asmi is offline   Reply With Quote
Thanked by:
Old 04-27-2012, 10:22 PM   #379
dumbo2007
Crazy about real time sims
Default

So I have been wondering, the question which has been there in my mind all this while ...all this beautiful capabilities you guys have been adding, I guess, if somebody wanted to, then all the bump maps and stuff could also be used to really texture decks inside a ship

Like this maybe :





Oh no...another trek fanboy !!

is it possible to make the long extended lights and multiple lights for a scene ? I am trying to pull together a scene graph which can handle huge numbersof objects, allocating and deallocating them on the fly as the camera moves around.

Last edited by dumbo2007; 04-27-2012 at 10:26 PM.
dumbo2007 is offline   Reply With Quote
Thanked by:
Old 04-27-2012, 10:27 PM   #380
asmi
Addon Developer
Default

Quote:
Originally Posted by dumbo2007 View Post
 So I have been wondering, the question which has been there in my mind all this while ...all this beautiful capabilities you guys have been adding, I guess, if somebody wanted to, then all the bump maps and stuff could also be used to really texture decks inside a ship

Like this maybe :

{image}

{image}
We CAN create an SDK for that, but it will be up to vessel devs to model/use SDK to make all this happen. Personally I think that would be pretty cool, and probably once I get some spare time I'll model something like that for default DG (since it's open source so I can modify it)

Quote:
Originally Posted by dumbo2007 View Post
 Oh no...another trek fanboy !!

is it possible to make the long extended lights and multiple lights for a scene ?
Absolutely possible!
asmi is offline   Reply With Quote
Thanked by:
Old 04-27-2012, 10:37 PM   #381
dumbo2007
Crazy about real time sims
Default

Quote:
but it will be up to vessel devs to model/use SDK
OOH YEAH baby !!! ....

Once I get my head around this scene graph working for the next release of Bump , then its time to hit the texturing tools.

I have always wondered whether its possible to do as many lights as in the scenes above, with reasonable frame rates. Anyone have any idea about that ?

Last edited by dumbo2007; 04-27-2012 at 10:42 PM.
dumbo2007 is offline   Reply With Quote
Thanked by:
Old 04-27-2012, 10:52 PM   #382
asmi
Addon Developer
Default

Quote:
Originally Posted by dumbo2007 View Post
 I have always wondered whether its possible to do as many lights as in the scenes above, with reasonable frame rates. Anyone have any idea about that ?
It's hard to say since there are many variables - what kind of hardware we're talking about, what FPS is considered "reasonable", geometry complexity, and the list goes on and on...
asmi is offline   Reply With Quote
Old 04-27-2012, 11:27 PM   #383
Cras
Spring of Life!
 
Cras's Avatar
Default

super quality interiors of ships would be nice. Something to throw at the SSU guys. Come up with a PMDG NGX level of VC. Epic. Would take a serious machine to run. CPU and GPU wise.
Cras is offline   Reply With Quote
Thanked by:
Old 04-27-2012, 11:33 PM   #384
asmi
Addon Developer
Default

Quote:
Originally Posted by Cras View Post
 super quality interiors of ships would be nice. Something to throw at the SSU guys. Come up with a PMDG NGX level of VC. Epic. Would take a serious machine to run.
The quality would depend mostly on whoever will be designing/texturing the scene, not so much on engine itself...
Quote:
Originally Posted by Cras View Post
 CPU and GPU wise.
Nope, in D3D11Client CPU is mostly at rest, the GPU is a critical element - and more complex the scene is, more that statement is true. And that is like that on purpose - modern GPU's got hundreds (if not thousands) of processing cores, while CPU's cores count still sits in the single digit...
asmi is offline   Reply With Quote
Thanked by:
Old 04-28-2012, 07:19 PM   #385
Glider
Addon Developer
 
Glider's Avatar
Default

Quote:
Originally Posted by Frankynov View Post
 How is the framerate ?
Quote:
Originally Posted by asmi View Post
 Nope, in D3D11Client CPU is mostly at rest, the GPU is a critical element - and more complex the scene is, more that statement is true.
Yes, it is so true that even my very old E5200 (overclocked to 3.5 ghz though) can load my new 7850 (with 1024 processing cores) at 99 %, so worst fps in 1600x900 is about ~370 with L11 diffuse, L11 specular, L11 normal, L13 height, L13 land cover Earth textures, terrain, new atmosphere and without HDR and 170 with HDR (8800gt had 120 and 25) this client doesn't compute anything big on CPU so good video card is enough to have good fps. fps may be increased in future because the client's code may be optimized further.

Quote:
Originally Posted by dumbo2007 View Post
 So I guess the header for declaring the functions used to get the altitude at any place is still present ?
Yes, I already tried to get altitude at any place and it worked with precision about centimeters.

Last edited by Glider; 04-28-2012 at 07:21 PM.
Glider is offline   Reply With Quote
Thanked by:
Old 04-28-2012, 07:53 PM   #386
Frogisis
innn spaaaaace...ace...ace...!
 
Frogisis's Avatar
Default

I just tried it again, and it's looking great (esp. the normal maps on the moon. whoa.), but I'm still having weird issues with the post-processing, even with the latest version of the client and the latest drivers for my card (GTX 570, Win7). I've tried all sorts of combinations of settings in both the DX11 video options and nVidia controls, but the brightness level fluctuates rapidly at all time accelerations, and in the external view it just gets brighter and brighter over about a minute until everything is covered by eye-searing glare, no matter how far I am from the sun. If I switch to the internal view it goes back to normal, but the fluctuations remain and for me are too distracting to be playable with the effects on.
Its behavior makes it so I can't tell exactly what the post processing effects are supposed to be doing - Right now if I'm in the shadow of a planet it makes the stars and moons brighter like you'd expect, but in the daylight if I look at the sun it quickly turns into a solid white circle and all the stars increase to identical maximum brightness. I assume they're supposed to be washed out to solid black when everything else gets brighter, but maybe you guys just haven't gotten around to that yet. The horizon glow looks amazing and soft, but the sun and stars seem to get too "sharp," I think - At least if my effects are doing what they're supposed to.

Another thing, though it's probably been mentioned before, is that the exhaust graphics don't seem to be able to change intensity depending on thrust level, but are always at maximum. When using a hold autopilot, it looks like the RCS is going crazy, and even a little thrust from the main or hover engines causes them to appear at full blast. It did help me discover why my joystick seemed to be always jittering when on the ground, though, since I could clearly see where I'd forgotten to add a deadzone.

I'm also getting the weird colors on buildings, but they seem to go away if I zoom way out then zoom back in, or if I just go into the shutdown options in the lauchpad and select "terminate Orbiter process" and start fresh each time.

It looks so great, though, and I love the soft glows and illumination from the lights - It makes everything feel so much more real. I do think in both DX clients the clouds look a little flat and low-res compared to the stock graphics, but that's probably a function of the shadows being lighter overall so the microtextures don't pop the same way. I tried messing with the .fx files for the cloud shadows but my understanding of that code is approximately zero, so I didn't get anywhere.
Frogisis is offline   Reply With Quote
Thanked by:
Old 04-28-2012, 07:53 PM   #387
dumbo2007
Crazy about real time sims
Default

Quote:
Yes, I already tried to get altitude at any place and it worked with precision about centimeters.
Awesomeness !!


I am keeping a sharp lookout on this forum now
dumbo2007 is offline   Reply With Quote
Old 04-28-2012, 08:00 PM   #388
N_Molson
Addon Developer
 
N_Molson's Avatar

Default

Seems there is awesome work there ! Congrats !
N_Molson is offline   Reply With Quote
Old 04-28-2012, 08:58 PM   #389
dumbo2007
Crazy about real time sims
Default

So is it possible to turn on/off post processing effects in game ? A lot of games provide in game controls, and SDK interface functions, so that certain effects can be turned on for certain scenes only.
dumbo2007 is offline   Reply With Quote
Old 04-29-2012, 04:21 AM   #390
asmi
Addon Developer
Default

Quote:
Originally Posted by Frogisis View Post
 I just tried it again, and it's looking great (esp. the normal maps on the moon. whoa.), but I'm still having weird issues with the post-processing, even with the latest version of the client and the latest drivers for my card (GTX 570, Win7). I've tried all sorts of combinations of settings in both the DX11 video options and nVidia controls, but the brightness level fluctuates rapidly at all time accelerations, and in the external view it just gets brighter and brighter over about a minute until everything is covered by eye-searing glare, no matter how far I am from the sun. If I switch to the internal view it goes back to normal, but the fluctuations remain and for me are too distracting to be playable with the effects on.
Thanks for your message, I've just discovered a bug in code and fixed that. So I'd really appreciate if you could get latest version and try it again.

Quote:
Originally Posted by Frogisis View Post
 It looks so great, though, and I love the soft glows and illumination from the lights - It makes everything feel so much more real. I do think in both DX clients the clouds look a little flat and low-res compared to the stock graphics, but that's probably a function of the shadows being lighter overall so the microtextures don't pop the same way. I tried messing with the .fx files for the cloud shadows but my understanding of that code is approximately zero, so I didn't get anywhere.
Yes, the clouds and particle effects are on my workbook - so I will get them fixed once we'll finish with current things.

Quote:
Originally Posted by dumbo2007 View Post
 So is it possible to turn on/off post processing effects in game ? A lot of games provide in game controls, and SDK interface functions, so that certain effects can be turned on for certain scenes only.
Yes, there is a checkbox in settings to enable/disable HDR effects.

---------- Post added at 22:07 ---------- Previous post was at 21:31 ----------

UPDATE:

I've fixed bug with exhaust transparency. Now it works just the way it's supposed to. Please download latest & check it out.

P.S. Looks like I'm in a mood for some "good old bugs" fixing

---------- Post added Apr 29th, 2012 at 00:21 ---------- Previous post was Apr 28th, 2012 at 22:07 ----------

Quote:
Originally Posted by Astronut25 View Post
 While bug-hunting, I've encountered a couple things that might be of interest.
Code:
;Non-Directory Base Bug ([planet name].cfg)
it looks like it thinks it loaded correctly
I know it took a long time , but today I've fixed that bug - now "inline" bases are also being read from planet config file.
asmi is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Visualization Project


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 08:49 PM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2007 - 2012, Orbiter-Forum.com. All rights reserved.