Where's my jaw???...Here's a shot from a development version...
I am experiencing this as well.The frame rate in the 2010 D3D9 client on my computer is usually about four to five times that of inline DX7. Unfortunately, with the 2014 client, I am finding the frame rate to be inconsistent - lots of stuttering followed by a momentary period of higher frame rate, which is not much higher than DX7, and then stuttering again.
This is not a D3D9Client fault. This is due to an performance optimizing option that was introduced in the 2014 beta. You can turn it off in the Extra tab:The DX7 client has a consistent frame rate, and I think it loads terrain and textures quicker. Also, it sometimes leaves my computer with desktop font anti-aliasing turned off, as if a process hasn't terminated properly.
Unfortunately, with the 2014 client, I am finding the frame rate to be inconsistent - lots of stuttering followed by a momentary period of higher frame rate, which is not much higher than DX7, and then stuttering again.
Here's my answers:I haven't been able to reproduce that with my current hardware. It sound like it could be caused by frequent creation and deletion of vertex buffers. So, we would need a vertex buffer pool to recycle them. It would be good idea to create necessary amount of buffers into the pool before the simulation starts. Also, it's a good idea to check the texture load frequency from D3D9 Setup panel. Inline engine has 20Hz and I may have increased it to 80Hz which is fine with SSD. I don't know what happens if it's set too high.
I have AMD Radeon HD 7800, are you running with nVidia ?
EDIT: Could you check the load frequency if it has any effect ?
It's a know issue (not yet fixed, but on the agenda - among many others )That's no moon ...
It's something that has is rendered below the clouds, but above the surface, and follows me. No matter how close I get to it, it stays the same apparent size. Don't know what this is ...
That's no moon ...
Here is a new build for Orbiter Beta rev #8.
- Vertex buffer recycling is now implemented, let's see if it effects in performance.
- Atmospheric rendering is now fully on-line. Al thought, the model is still an experimental low level model running with 2.0 shaders. So, what do you like about it and what you don't ?
- People who are running the client with laptops or a low performance hardware could try to investigate the performance impact of the atmospheric rendering by toggling it on and off from the atmospheric control panel. What kind of frame rates do you get with and without the atmosphere ?
- The math that is related to rendering the atmospheric effects is located in Modules/D3D9Client/Surface.fx. I'll try to write some technical documentations for it.
- Delta Glider's main panel is invisible due to reasons unknown.
- Cockpit lights are not yet implemented. Need to cleanup the local lights sources implementation, it is a mesh.
- Under 6km in altitude on Earth, there is a black spot taking almost the entire sky.
- It looks you use a vertex shader for the sky, I don't know if a pixel shader can hold the atmo scattering, else you'll have to up the vertex amount, it looks kind of "edgy" now.
Oh, atmospheric scattegin is only enabled for the Earth.
It seems to be a problem with how D3D9Client handles the terrain rendering leading to it no being properly rendered in cockpit view. The DG is landed on RWY22L at Edwards AFB.
float4 CloudTechPS(TileVS frg) : COLOR
{
float4 cTex = tex2D(DiffTexS, frg.tex.xy);
// return float4(cTex.rgb * frg.atten.rgb + vAddBkg.rgb + frg.insca.rgb, cTex.a);
return float4(cTex.rgb * max(frg.atten.r, max(frg.atten.g, frg.atten.b)) * 2.0 + vAddBkg.rgb + frg.insca.rgb, cTex.a);
}
When looking toward the sun on the horizon, the sunrise looks one way when the camera is above a certain altitude, and then it looks very different when the camera goes below the certain altitude. The difference is pretty big, as the screenshot shows.
// Optical depth for incoming sunlight
float fSun = (fDns+0.05f)*0.5f * AngleCoEff(fDNS);
Clouds seem to be a bit dark overall. Clouds are usually at an altitude where a lot of the atmosphere is below them, so they shouldn't be affected very much by the atmospheric shading.
Here is some quick code idea to show what I'm talking about. In Surface.fx, try
Yes, I have noticed that. Usually covered by dense yellow haze. The haze is probably too bright. Would be nice to find some photos how it looks in a real life.The atmosphere also seems too opaque when looking straight down over the terminator.
Yes, Will be fixed in Beta 3Is there a way to make clouds visible from the ground that are closer to the horizon?
Not yet.Also, have cloud shadows been implemented?
Is the scattering related to the terrain? Cannot it be ported to "default" planets with atmospheres? I'd have loved to enter the Venusian atmosphere during a sunrise ...The scattering is working only with a planets having a new surface tile format in use. Currently it's available for the Earth and the Mars. It is likely that we won't support the scattering with the old tile format.