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Old 10-29-2015, 12:56 PM   #91
gattispilot
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Well on my laptop I get 22 FPS. But of course different machines get different FPS
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Old 10-29-2015, 05:51 PM   #92
Anroalh12
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Quote:
Originally Posted by gattispilot View Post
 Well on my laptop I get 22 FPS. But of course different machines get different FPS
What GPU do you have?
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Old 10-30-2015, 06:22 PM   #93
Lisias
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About performance, this is what I get:

A Full (Over) Loaded Endurance: 7 Rangers and 3 Landers orbiting Earth:
* Machine A: 12 fps
* Machine B: 21 to 22 fps


The same overloaded Endurance, 16 Cargo Pods floating around and the kitchen's sink:
* Machine A: 11 fps
* Machine B: 20 to 21 fps


The machine specs are:

Machine A: Mac Mini Mid 2011, i5 mobile processor at 2.3GHz and Intel HD 3000 using shared memory. 16Gb RAM. Orbiter is running using WINE.

Machine B: Old crap using AMD AthlonXP 3200+, AGP 8X ATI HD 3850 with 512MB VRAM. 3GB RAM.

In both machines, was used a windowed Orbiter with 1200x750x32 resolution.

This is a full screen screenshot from the Scenario:


The old crap is... old. :-) If I can run on this, I don't think we will have a performance issue on modern hardware.

The new crap =P is slower than the old due mainly the shared memory setup (that steals processor cycles from CPU and GPU) and also because WINE does a D3D to OpenGL translation in runtime, with negative impact on performance.

Last edited by Lisias; 11-11-2015 at 10:46 AM. Reason: updating link
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Old 11-11-2015, 10:47 AM   #94
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Just to mention that, on my Old Crap, I doubled up the FPS in all Scenarios by fixing a (dumb) mistake I made while drawing custom textures.

Last edited by Lisias; 11-11-2015 at 10:48 AM. Reason: bad english, as usual....
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Old 11-16-2015, 07:26 PM   #95
demi
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Guys when do you expect to release it online ? the endurance looks really great, just can't wait !
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Old 11-25-2015, 11:41 PM   #96
gattispilot
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demi, check your message. We could use extra eyes and another tester

Last edited by gattispilot; 11-26-2015 at 11:44 AM.
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Old 12-08-2015, 11:41 AM   #97
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Ok. This might be an issue?

FPS. Here is the Endurance with 3 interiors (command, cryo, habitat). 16 pods attached. But with a 2 rangers and 2 landers. We are getting low fps.

The endurance right now has 179 groups, 63371 vertices, 56285 triangles
I haven't combined all interiors yet so that drop the group #.

the 16 cargo pods are 1 group 262 vertices, 124 triangles.
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Old 12-14-2015, 05:50 AM   #98
Lisias
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Quote:
Originally Posted by gattispilot View Post
 Ok. This might be an issue?

But with a 2 rangers and 2 landers. We are getting low fps.

The endurance right now has 179 groups, 63371 vertices, 56285 triangles
I haven't combined all interiors yet so that drop the group #.

the 16 cargo pods are 1 group 262 vertices, 124 triangles.
i'm doing some homework on meshing, and got to this: it's better for D3D that you define your groups "ordered" by texture, and then by material.

This would minimize the texture and rendering context changes while drawing the world.

Reducing redundant vertices and surfaces will help also.
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Old 02-01-2016, 01:49 PM   #99
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Well I have encountered an interesting issue.

Working on a VC for the endurance. Lisias came some code to rotate the camera.

So here in the Command Module the view is correct to a seated person. But they would be upside down looking from outside.



But even though the view looks correct for the person seated. The controls are backwards.

So when you click on the button of the left bottom you get the function on the right top.



On the VC I took the deltaglider mfd screen and mfd buttons mesh. I angled it to fit the dash and made it slightly higher. So it it is an overlay. But it looks different depending on the view. I can click the mfd ok from the center but if I get right on top I can click.
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Old 04-19-2016, 08:38 PM   #100
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How is this going?
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Old 04-20-2016, 09:47 AM   #101
gattispilot
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Slow but good. We rotated the Endurance so the CC deck is now at the top. The ranger will have 8 working mfds.

Still working on the vc's drawing on a texture and nav lights is the next obstacle
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Old 04-21-2016, 12:38 PM   #102
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Ok. I need some input. On the LAnder we know from the film the chairs rotate along the x axis. It seems to counteract the rotation of the ship.

The lander has 2 docks one on top and bottom. Windows on top and bottom.

But do you think the chairs would rotate 360 degrees?
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Old 04-21-2016, 06:26 PM   #103
grid4dante
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I think 120 degrees would be good, 60 in either direction. Any more than that, especially going full revolution, would be too much and might lead to disorientation, especially if the chair is horizon level but the hull is inverted. having them limit set to 45 or 60 degrees port or starboard would allow for a visual indicator of just how hard of a turn you are pulling, i.e. if the chair starts leaning, you know you are pushing the limits.
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Old 04-21-2016, 06:38 PM   #104
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Thanks. Then why have the windows and dock on both sides? With the chairs rotation 360 degrees you could fly upside down. Inside the chairs would be 180 but the outside would look the same
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Old 04-22-2016, 02:50 AM   #105
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The problem is that the Lander is asymmetric top to bottom. The top is slightly convex, the bottom concave and capable of carrying two cargo pods.
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