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#4190342 - 11/03/15 08:56 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Soczkien Offline
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Poland

I've add some containers, crates etc. details under shed's.

XIII for first I will make US, then rus version of airfield will be the same with changed some details like humvees with uaz etc. When I finish i will post all source files so you can try make anything else smile

Last edited by Soczkien; 11/03/15 08:58 PM.
#4190457 - 11/04/15 01:45 AM Re: FARP and Airbase improvements [Re: messyhead]  
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That is looking *really* good!

#4190644 - 11/04/15 03:14 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I hope the entire base uses the only surface with the only texture? It may influence the performance a lot.

#4190677 - 11/04/15 04:22 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Soczkien Offline
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What you mean by "only surface with only texture"?

#4191259 - 11/05/15 09:52 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Soczkien Offline
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With Thealx help its possible to add some crew making maintenance work smile


#4191263 - 11/05/15 10:08 PM Re: FARP and Airbase improvements [Re: messyhead]  
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eek WOW notworthy

#4191314 - 11/06/15 01:27 AM Re: FARP and Airbase improvements [Re: Soczkien]  
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FireBird_[WINE] Offline
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Originally Posted By: Soczkien
What you mean by "only surface with only texture"?


http://www.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf

Also, there's additional info I'm working on. Current Apache-D scene uses 55 different textures (not counting luminosity and animation ones). Viper uses 77.
And after all of you want performance. wink

Last edited by FireBird_[WINE]; 11/06/15 01:30 AM.
#4191397 - 11/06/15 08:12 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Firebird Would you please summarize in one
sentence this article for the layman?
How should I do the correct things? and what not to do?I want to be sure that understand correctly.
For example in apache cockpit better is 2 2048x2048 textures, or 8 512x512 ?or 32 256x256?
In BMS simulator always better is one big texture than few small. What is better in eech?

Last edited by XIII; 11/06/15 12:49 PM.
#4191709 - 11/06/15 10:47 PM Re: FARP and Airbase improvements [Re: ]  
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Originally Posted By: XIII
Firebird Would you please summarize in one sentence this article for the layman?


1. Modern graphics cards are limited not by number of triangles but number of batches.
2. Batch is a set of triangles drawn with the same settings, such as texture, projection matrix, luminosity, lighting, etc...

Thus 10 batches with 100000 triangles are about 30 times faster than 1000 batches with 1000 triangles.

Every time you need to change surface parameters (texture, for example), you break a batch.

Originally Posted By: XIII
How should I do the correct things? and what not to do?


Learn. wink I'm not an expert in graphics at all. If you want to have true answers - you need to get systematical educational data, not a couple of sentences from different sources.
And as long as I don't have that knowledge I cannot tell you where to find it.

Originally Posted By: XIII
For example in apache cockpit better is 2 2048x2048 textures, or 8 512x512 ?or 32 256x256?

Well, ideal case is one texture per scene. 1 4096x4096 texture may be better than 2 2048x2048, even if it eats more memory.
32 textures of any size is... well... place a very bad word here.
But texture is not the only thing that breaks batches. Any change in surface attributes does.

Originally Posted By: XIII
In BMS simulator always better is one big texture than few small. What is better in eech?


That's because it's not BMS "limitation" but graphics card's one.

Another problem is that current EECH cannot draw 100000 triangles batch because of internal limitations. Yes, it may be fixed... But what's for? Objects still cannot provide those 100000 triangles in one surface.

#4191714 - 11/06/15 11:02 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Spasiba smile

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