Question Ranger (and other ships) from Interstellar?

gattispilot

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Well. Then I don't know. So on the Endurance. I might could gut the whole interior. But as Ben said you lose some stuff.

The Landers are 27618 vert. Well the UCGO arrow is 54000.

On Endurance vc there are just 2 bars. Thrust and fuel level. There are 4 mfd's. The 1 texture I draw on is 512 x512.


I guess I could have 1 set of interior and vc vessels and another without
 

Urwumpe

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The biggest issue is the painting on textures, which really hurts if you have a low bandwidth between GPU and CPU space. For that, I really recommend to be as effective as possible. Any data transfer between GPU and CPU, that you can avoid, is a data transfer that does not slow your rendering down.

Really really fast would be having a Sketchpad implementation that only operates in GPU memory.
 

marcogavazzeni

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1024x1024 it's very big

oapiVCRegisterArea(AID_FUELSTATUS, _R(0, 0, 1024, 1024), PANEL_REDRAW_USER, PANEL_MOUSE_IGNORE, PANEL_MAP_BACKGROUND, tex3);

wUfp5mJ.jpg


Large texture =large bar=low fps
 

gattispilot

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Thanks

yes the lander vc is 1024x 1024. I can go to a 512 x512.

Not sure if it matters that one Endurance just 1 vc screen. Lander 2 Pilot.copilot.
 

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And how many MFDs at a time?
 

gattispilot

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The biggest issue is the painting on textures, which really hurts if you have a low bandwidth between GPU and CPU space. For that, I really recommend to be as effective as possible. Any data transfer between GPU and CPU, that you can avoid, is a data transfer that does not slow your rendering down.

Really really fast would be having a Sketchpad implementation that only operates in GPU memory.

Thanks. Not sure how to implement that?

---------- Post added at 04:40 AM ---------- Previous post was at 04:36 AM ----------

And how many MFDs at a time?

6 on the lander total. 2 sets of 3. We could go with the 2 main ones and just a texture for the 3rd.

If this is an issue then the Ranger which has 7 will be a bigger issue. But we can reduce to 4.
 

Urwumpe

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Thanks. Not sure how to implement that?

A matter of the Graphics Client developers. Not even sure if it is fully possible with Orbiter. As said above, you already have enough work to make sure you are not wasting time.

In rendering, its all about time and letting the specialist units do the work. Nothing is better suited for rendering tasks than a GPU.
 

gattispilot

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As said above, you already have enough work to make sure you are not wasting time.

Not sure what you talking about.

On the Lander I can reduce the vc texture.

Endurance. Not sure about. It has 3 of the pod's interior. They are for looks only

But I can gut them and have 1 interior set and one with out
 

gattispilot

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Sure and I can do that on Endurance also.

So I guess the Number of MFd might slow it down also?

This is why so many vert on Endurance
1H70TCi.jpg

xa5Lz7C.jpg

cXSPKFw.jpg
 
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Urwumpe

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Is the interior part of the main mesh? Or can it be separated and displayed only as needed?
 

gattispilot

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There are just 2 meshes. MAin which is the exterior and interior. And then a VC. Which is basically for mfd and status center.

I guess I could have it if the view = cryo show the lab lab mesh.,...

But then when looking from outside you wouldn't see any thing. Right now if you are looking outside the Endurance you can see inside. I could easily just darken the windows.

The interior is just eye candy.
 

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There are just 2 meshes. MAin which is the exterior and interior. And then a VC. Which is basically for mfd and status center.

I guess I could have it if the view = cryo show the lab lab mesh.,...

But then when looking from outside you wouldn't see any thing. Right now if you are looking outside the Endurance you can see inside. I could easily just darken the windows.

The interior is just eye candy.

You could also select by the position of the camera relative to the vessel, which interior component would be visible. Displaying meshes that are not visible to the player is wasteful as well, but if you spend time for a visibility check this can again make the rendering slow. A simple iterative check with 100,000 buildings (with different levels of detail) in an add-on prototype resulted in 1 fps. Using a kd-tree got it back to 100 fps.

But again: I doubt the number of vertices is a big issue. I rather think just displaying the meshes without any painting would be fast enough as well.
 
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gattispilot

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Thanks. Well then Next I will redo the vc with 256x256 textures and see
 

marcogavazzeni

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In fact, I wondered why the VC visual you have such a low FPS, so when it is in VC mode, you have rendered whole ship? Suggest taking a mesh only to external view, with no special interior, and a mesh with VC and only detailed interior, removing all the rest.
 

gattispilot

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Just so we are on the same page

1 mesh (exterior) no vc and no interior

then another mesh with vc and interior

Then set the visibilty to be seen when needed?
 

Urwumpe

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Then set the visibilty to be seen when needed?

Yes. In the simplest way: You only have those inner meshes visible in external view, that can be seen from outside, and only with enough details to be visible. What doesn't fill a pixel when rendered from outside, does not need to be rendered at all.

For example, most spacecraft displays and indicators would be invisible, only some warning lights might be prominent enough to be seen from outside.

When you switch to an internal view, you display only what is visible from inside and those parts outside, that can be seen through a window. Or you replace the outside by a vastly simplified mesh, that can still be seen with tools like CameraMFD.

Same principles can be applied to a finer level:


  • You only use those meshes visible from a VC position.
  • When having an outside view of the camera or see the spacecraft from inside another vessel, you display only those internal parts at low resolution which are visible at all. How to check what is visible is mostly an artistic decision. The simpler the checks, the faster they execute, but the more often they either display too much or not enough.
  • You also render special displays at multiple resolutions, and display the version most suitable for the distance to the camera.
 

gattispilot

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Ok. Thanks. Actually When in cockpit view we have camera view to outside the ship. Like the docks,....

But I will make the 2 meshes and we will see.

---------- Post added at 07:50 PM ---------- Previous post was at 12:39 PM ----------

Well I divided the meshes. 1 Exterior
35107 vert
Then I have the cockpit/interior
and VC.

but I get a CTD now. Nothing in the log:(
Code:
	SetMeshVisibilityMode(meshi_Vessel = AddMesh(meshhg_Vessel = oapiLoadMeshGlobal("INTERSTELLAR\\VESSEL\\ENDURANCE\\enduranceexterior")), MESHVIS_EXTERNAL | MESHVIS_EXTPASS);
	iMeshINTERIOR = AddMesh("INTERSTELLAR\\VESSEL\\ENDURANCE\\enduranceinterior");
	SetMeshVisibilityMode(iMeshINTERIOR, MESHVIS_COCKPIT);

	//iMeshVC = AddMesh("INTERSTELLAR\\VESSEL\\ENDURANCE\\endurance36newvc");
	//SetMeshVisibilityMode(iMeshVC, MESHVIS_VC);
	SetMeshVisibilityMode(meshi_VC1 = AddMesh(meshhg_Vessel), MESHVIS_VC);
	SetMeshVisibilityMode(meshi_VC = AddMesh(meshhg_VC = oapiLoadMeshGlobal("INTERSTELLAR\\VESSEL\\ENDURANCE\\endurance36newvc")), MESHVIS_VC);

Not sure if the VC and interior should be combined? The vc is basically the mfd, hud,...
 

Urwumpe

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It looks a bit strange, but OK. I would not add the exterior again, but instead use MESHVIS_ALWAYS there.

Are the animations still referencing to the correct meshes? did you update the animation group numbers? Etc.
 

gattispilot

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Thanks. I got the meshes to show. BUT. We need to external ship to show in the cockpit view also. This is why the interior and exterior were combined.

The reason is so in cockpit view you can see the ships docked.
 
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