Long time no see...

Fun fact: OGLAClient with full software rendering (my OpenGL implementation) gets up to 20 FPS at 640x480 with not much going on, and drops to upper single digits with something bigger than a DG in sight.
Transparent stuff (=exhausts) is the heaviest part.
 
Well, yes but the FPS would abysmal and turn Orbiter into very complicated PowerPoint presentation. I'm talking single-digit FPS.

Not even that. I just tried the latest build on RGB and it just crashes... No worries though, I didn't expect it to work in the first place. I got my old ASUS ROG laptop re-installing Windows now. I feel a moon shot is coming soon.

Code:
**** Orbiter.log
000000.000: Build Mar 23 2016 [v.160323]
000000.000: Timer precision: 1e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Devices enumerated: 2
000000.000: Devices accepted: 1
000000.000: [x] RGB Emulation (SW)
000000.000: Module AtlantisConfig.dll .... [Build 150906, API 150906]
000000.000: Module AtmConfig.dll ......... [Build 150906, API 150906]
000000.000: Module DGConfigurator.dll .... [Build 150906, API 150906]
000000.000: 
000000.000: **** Creating simulation session
000000.000: DirectDraw interface OK
000000.000: Direct3D interface OK
000000.000: Graphics: Viewport: Window 1060 x 571 x 32
000000.000: Graphics: Hardware T&L capability: No
000000.000: Graphics: Z-buffer depth: 32 bit
000000.000: Graphics: Stencil buffer depth: 8 bit
000000.000: Graphics: Active lights supported: -1
000000.000: Loading 15382 records from star database
000000.000: ---------------------------------------------------------------
000000.000: >>> ERROR: DDraw error DDERR_NODIRECTDRAWHW
000000.000: >>> [OrbiterGraphics::clbkCreateSurfaceEx | .\OGraphics.cpp | 1541]
000000.000: ---------------------------------------------------------------
 
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