Ok folks, let me chime in a bit with the performance testing...
I've used the following scenario to have 5 bases scattered around the earth:
Locations are:
I've followed the following procedure:
A. Start scenario with all 5 bases. Camera/focus is on Base 1, switched to 1. No noticeable change in FPS here, so I left it there.
B. Disable mesh rendering for base 1.
C. Switch to 2.
D. Disable mesh rendering for base 2.
E. Switch to 3.
F. Disable mesh rendering for base 3.
G. Switch to 4.
H. Disable mesh rendering for base 4.
I. Switch to 5.
J. Disable mesh rendering for base 5.
K. Switch to 1.
L. Enable mesh rendering for base 1.
M. Switch to 2.
N. Enable mesh rendering for base 2.
O. Switch to 3.
P. Enable mesh rendering for base 3.
Q. Switch to 4.
R. Enable mesh rendering for base 4.
S. Switch to 5.
T. Enable mesh rendering for base 5.
This procedure I've followed twice, one with beacons on, one with beacons off. The result you can see below, with beacons on on top and beacons off at the bottom.
My interpretation is as follows:
regards,
Face
I've used the following scenario to have 5 bases scattered around the earth:
Code:
BEGIN_DESC
Contains the latest simulation state.
END_DESC
BEGIN_ENVIRONMENT
System Sol
Date MJD 51982.1331332737
END_ENVIRONMENT
BEGIN_FOCUS
Ship Wideawake_Int(AU)
END_FOCUS
BEGIN_CAMERA
TARGET Wideawake_Int(AU)
MODE Extern
POS 1.90 25.07 -34.81
TRACKMODE TargetRelative
FOV 50.00
END_CAMERA
BEGIN_HUD
TYPE Docking
NAV 0
END_HUD
BEGIN_MFD Left
TYPE Docking
NAV 0
END_MFD
BEGIN_MFD Right
TYPE Map
REF Earth
BTARGET Woomera
POS 0.00 0.00
END_MFD
BEGIN_SHIPS
Wideawake_Int(AU):AscensionUltra
STATUS Landed Earth
POS -14.4050000 -7.9550000
HEADING 220.00
AFCMODE 7
NAVFREQ 0 0 0 0
XPDR 0
END
test1:AscensionUltra
STATUS Landed Earth
POS 63.3300000 45.9200000
HEADING 66.56
AFCMODE 7
NAVFREQ 0 0 0 0
XPDR 0
END
test2:AscensionUltra
STATUS Landed Earth
POS -80.6758960 28.5227640
HEADING 66.56
AFCMODE 7
NAVFREQ 0 0 0 0
XPDR 0
END
test3:AscensionUltra
STATUS Landed Earth
POS -117.6900000 35.6900000
HEADING 66.56
AFCMODE 7
NAVFREQ 0 0 0 0
XPDR 0
END
test4:AscensionUltra
STATUS Landed Earth
POS 136.8000000 -31.1000000
HEADING 66.56
AFCMODE 7
NAVFREQ 0 0 0 0
XPDR 0
END
END_SHIPS
- test1 at Baikonur
- test2 at China Lake
- test3 at Cape Canaveral
- test4 at Woomera
- Wideawake_Int(AU) at Ascension
I've followed the following procedure:
A. Start scenario with all 5 bases. Camera/focus is on Base 1, switched to 1. No noticeable change in FPS here, so I left it there.
B. Disable mesh rendering for base 1.
C. Switch to 2.
D. Disable mesh rendering for base 2.
E. Switch to 3.
F. Disable mesh rendering for base 3.
G. Switch to 4.
H. Disable mesh rendering for base 4.
I. Switch to 5.
J. Disable mesh rendering for base 5.
K. Switch to 1.
L. Enable mesh rendering for base 1.
M. Switch to 2.
N. Enable mesh rendering for base 2.
O. Switch to 3.
P. Enable mesh rendering for base 3.
Q. Switch to 4.
R. Enable mesh rendering for base 4.
S. Switch to 5.
T. Enable mesh rendering for base 5.
This procedure I've followed twice, one with beacons on, one with beacons off. The result you can see below, with beacons on on top and beacons off at the bottom.
My interpretation is as follows:
- As long as bases are the size parameter apart (around 1500km in this case), multiple instances do not affect performance much. Meshes may be loaded, but not rendered due to Orbiter's own LoD mechanism of rendering a blob instead of all the meshes. This can be best seen in the chart at intervals C-D, E-F, G-H .
- For some reason, bases in the northern hemisphere put more strain on the system than the one in the southern hemisphere. This can be seen in the chart at intervals H-L vs. rest. I suspect it has something to do with surface tiles, but I'm not sure.
- Beacons are TEH EVIL!
Seems like rendering too much of them is no good idea performance-wise. - Disabling rendering of beacons/meshes with distance to base will dramatically enhance performance of the system.
regards,
Face
