BETA Release OGLAClient status release 090321

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Artlav

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ogla-startup-090319.jpg



Latest is 090322, in post #84
OGLAClient status release 090319:
orbides.1gb.ru/orbf/oglaclient-090319_beta-081113.zip

This is a "it's still alive" status release.
Nothing significantly new in OGLAClient, besides some optimizations.

The Orulex terrain engine was totally integrated (reasonably) into the planet rendering, and by my calculations, should take on the order of 0.5-1 seconds to get from start to full detail on normal hardware, and work orbital views flawlessly.
Disprovals are welcome.

Overall speed-ups, some new effects - distance haze for example.

The release is more about "look-and-feel" part, just to have a playable OpenGL OVP client in case of a sudden Orbiter release.

* Is it playable?
* If not, can it be made playable by tweaking settings and how?
* Does it run fast enough and bugless enough?

Latest public Orbiter beta here:
http://download.orbit.m6.net/betaNG/orbiter081113beta_base.zip
Note that this is beta 081113. The one that is latest on OVP page - 081111 - will not work.

Installation:
Copy clean Orbiter 2006P1 into a folder, copy Orbiter beta over it, copy OGLAClient over it, copy heightmaps in.

Useful Orulex components:
Pre-composed heightmaps:
http://orbides.1gb.ru/orbf/earth-hmap-lv8.zip (84Mb) Very recommended. Terrain is a bad joke without it.
http://orbides.1gb.ru/orbf/mars-hmap-lv8.zip (82Mb)
http://orbides.1gb.ru/orbf/moon-hmap-lv8.zip (81Mb)
http://orbides.1gb.ru/orbf/everest_lv11.zip (5.3Mb)
http://orbides.1gb.ru/orbf/grand_canyon_lv13.zip (9Mb)

Landmarks:
New atmosphere:
ogla-090320-23.jpg

Moon with heightmap:
ogla-090319-7.jpg

Low Earth orbit+lv11:
ogla-090319-9.jpg

Headlights:
ogla-090320-30.jpg

Rings of Saturn:
ogla-090319-10.jpg

DG panels and 2D stuff:
ogla-090319-11.jpg
 
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Tommy

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Will have to try this. Any idea what the system requirements are (for a decent framerate)?
 

Artlav

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Any idea what the system requirements are (for a decent framerate)?
That is a part of why the release is out, since old numbers are no longer valid.
It runs nicely on Nvidia GF7600 GT, WinXP, Pentium D dual-core 3.6Ghz, 3Gb ram.
Should run good on half of that.

Wait... Do you mean "Disapproval/criticism [неодобрение, критика] is welcome," or "Disproofs [опровержения] are welcome."?
Disproofs [опровержения] are welcome.
Try it and find where it works badly, look for problems, share ideas to improve.
 

computerex

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nVidia 6100 1 GB RAM 1.81 GHz AMD Sempron 3100+.
Method of install: Orbiter beta/OGLA extracted over a vanilla 2006 base install.

Set up: Standard Checklist scenario. Took off from "runway", turned around, and landed on the smaller runway. Flights done in 2D glass mode, window mode at 1280 x 960 (full screen doesn't work in OGLA or DX7 client fully yet).

comp-1.jpg


Peak FPS on DX7 - 45
Peak FPS on OGLA - 10

Objects kept disappearing for no reason in OGLA, so I had to guess where the runway was for landing. Try doing the Atlantis final approach scenario. HUD doesn't show up, and virtual cockpit is interesting to look at...
 

Artlav

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nVidia 6100 1 GB RAM 1.81 GHz AMD Sempron 3100+.

Peak FPS on DX7 - 45
Peak FPS on OGLA - 10

Objects kept disappearing for no reason in OGLA, so I had to guess where the runway was for landing. Try doing the Atlantis final approach scenario. HUD doesn't show up, and virtual cockpit is interesting to look at...
For FPS:
What if you turn heavy graphics off (F7, U)?
What if you disable GDI emulation (Visual effects -> OGLA configs)?

VC's are not quite supported by the OVP yet, some bugs are to be expected.
Or better, describe what looks wrong in it?

HUD doesn't show up in any mode (glass, panel, VC, non-atlantis vessel)?
 

Hielor

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nVidia 6100 1 GB RAM 1.81 GHz AMD Sempron 3100+.
Method of install: Orbiter beta/OGLA extracted over a vanilla 2006 base install.
What drivers do you have? The nvida 6100 is an embedded chip, right? So you'd have to go with mobo or computer manufacturer drivers, which are always hopelessly out-of-date and may not include good OpenGL support.
 

Artlav

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Some performance profiles, i guess it will be useful to make a set of low-end, medium, hi-end configs for people to use.
I can't test it on single-core CPU with normal GPU.

1: 55 FPS
Terrain, airshade, slow precise shadows
ogla-090320-23.jpg



2: 84 FPS
Terrain, airshade, fast v-shadows
ogla-090320-24.jpg



3: 78 FPS
Terrain, slow precise shadows
ogla-090320-28.jpg



4: 86 FPS
Terrain, fast v-shadows
ogla-090320-28.jpg



4: 127 FPS
Terrain, no shadows
ogla-090320-25.jpg



5: 112 FPS
No terrain, slow precise shadows
ogla-090320-27.jpg



6: 231 FPS
No terrain, fast v shadows
ogla-090320-27.jpg



4: 304 FPS
No terrain, no shadows
ogla-090320-26.jpg
 

Hielor

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On the OGLAClient itself, Artlav:
-The OGLAClient Features dialog looks strange, the "w" in "Shadow" is partially cut off and the "r" in "Major" and "Minor" are completely gone. Additionally, the two buttons on the bottom are slightly cut off, and if I re-size the window so they're fully visible they're really short and the text on them is cut off.
- Also from that dialog, if I click "Exit" or the X on the dialog, it goes away as expected, but then I can't raise the dialog again from the button on the "Visual Effects" pane of the launchpad (it just opens and then closes immediately). Also, if I click "Save (Exits)", it exits the Orbiter launchpad as well as the dialog.
- No widescreen video modes available fullscreen

When I launch Orbiter, it loads to a black screen for a few seconds and then closes. After re-installing the Radeon 9.1 drivers, I was able to get it to load, but textures seem rather broken. Everything seems to have a yellowish hue, and surface base textures aren't loading. I was also only getting about 24fps just sitting on the ground.

I disabled "advanced graphics" and "texture filtering", and things lost their yellowish tint, but now I'm having similar problems to what ctex was describing. Buildings/runways aren't visible if the camera is closer than a few km away (they just disappear when getting closer). FPS was around 46 sitting on the runway.

The border of the water areas has a kind of pixelated anti-aliased black line, and there's no specular reflection.

It looks like there must be a hurricane coming into Florida soon, the waves are taller than the VAB! :D

Computer is:
Intel Core2Quad Q9450 2.67GHz
4GB Ram
Radeon HD 2400 Pro
Win7 64bit (build 7063)
 

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On Vista the framerate is significantly better than the DX7 client, even with all the effects...

Nevertheless I can't get the multilight to work (a red text reads that it is activated). Is there a button I have to press to turn the lights on and on which spacecraft??
 

Artlav

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ogla-090320-29.jpg


Latest is 090322, in post #84
OGLAClient status release 090320:
orbides.1gb.ru/orbf/oglaclient-090320_beta-081113.zip

*Various cleans and speedups
*Reworked atmospheric haze
*Cleaned configuration

Main point - all the options described in the above post can now be toggled.

If you're testing it, Please post your system configuration and find a set of options that satisfy you, if any. Also, if some option gives an order of magnitude difference in FPS, please say about it.
(options are accessible in run time thru F7-numbers key presses from cockpit view)

If there are "weird looking", "oddly colored" or similar something, please provide screenshots.

I was able to get it to load, but textures seem rather broken. Everything seems to have a yellowish hue, and surface base textures aren't loading. I was also only getting about 24fps just sitting on the ground.
Screenshots please?
Without disabling AG, can you make them gone by tweaking other options?

and "texture filtering"
...
The border of the water areas has a kind of pixelated anti-aliased black line, and there's no specular reflection.
No use disabling this - will just make it ugly like that with no gain.

It looks like there must be a hurricane coming into Florida soon, the waves are taller than the VAB! :D
You need to download a heightmap, otherwise the terrain is just random scramble.

Nevertheless I can't get the multilight to work (a red text reads that it is activated). Is there a button I have to press to turn the lights on and on which spacecraft??
Multilight is partially broken now, you need to disable advanced graphics for it to work - F7, U key sequence.

Try Docked to ISS scenario, warp till in night, turn on.
ogla-090320-30.jpg
 
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nidhugg

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Nice :lol:
Must try this out right now...
 

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How can install the OGLAClient ?

i downloaded the beta orbiter version from the first post and the OGLAClient
and orulex highmaps. all together in a folder , but i have a CTD running orbiter from the start with an error box.

i´m doing something wrong ??
 

Artlav

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i downloaded the beta orbiter version from the first post and the OGLAClient
and orulex highmaps. all together in a folder ,
...
i´m doing something wrong ??
Copy clean Orbiter 2006P1 into a folder, copy Orbiter beta over it, copy OGLAClient over it, copy heightmaps in.
Should work that way.
 

DaveS

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Mapped shadows seems to be broken. Worked in the 090319 OGLA Beta and produced the best shadows for me, but now with the 090320 OGLA Beta, Mapped shadows are nowhere to be found.

All other shadow modes work.

BTW, any way you could make the OLGA F7 menu work in exterior cam mode?
 

Artlav

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Mapped shadows seems to be broken. Worked in the 090319 OGLA Beta and produced the best shadows for me, but now with the 090320 OGLA Beta, Mapped shadows are nowhere to be found.
All other shadow modes work.
Hm? Works here.
They need advanced graphics to work, is it on?
Any other differences?

BTW, any way you could make the OLGA F7 menu work in exterior cam mode?
I just noticed it went out, will try to fix.
 

DaveS

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Hm? Works here.
They need advanced graphics to work, is it on?
Any other differences?
Seems like Advanced graphics had become deactivated. Works now. And it seems like the SRMS on Atlantis is a bit disjointed.

And there's no surface tiles for KSC or any other thing at KSC that matter! No runways, no buildings, nothing! Just empty land!
 

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One sugestion for scenario editor if is possible if is not allready in progress...when is new vessel added could be add under location and runway for option...
 

Hielor

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Screenshots please?
Without disabling AG, can you make them gone by tweaking other options?
No longer doing it in the last version you posted, but we're about to head out for an offsite team meeting so I won't be able to do more extensive testing on it until about 2300 UTC tonight.

With the advanced graphics and texture filtering on in the current version I'm getting 14fps. Like I said, more extensive testing (and screenshots) forthcoming in a few hours.

No use disabling this - will just make it ugly like that with no gain.
Even without texture filtering, the black borders still show up (and no specular on the water).
 

Artlav

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And it seems like the SRMS on Atlantis is a bit disjointed.
Could you be more specific?
Screenshots and how-to-reproduce?

And there's no surface tiles for KSC or any other thing at KSC that matter! No runways, no buildings, nothing! Just empty land!
Frustrum problems - the Cape base size is way smaller than the Cape is, and OGLA uses that parameter for view culling for lack of a better one.
To fix - config/earth/base/Canaveral.cfg, change Size = 1000 to Size = 100000

For surface tiles - do you have lv14 textures installed?
They and the default SURFTILES should be loaded if present.
Also, note that Orulex "lots of small size small resolution" subdivision is not as crisp as Orbiter's "few large high resolution" subdivision.

One sugestion for scenario editor if is possible if is not allready in progress...when is new vessel added could be add under location and runway for option...
Sorry, but you'll have to say that again in different words since i failed to understand you.
 
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