Drop of FPS when you are 3.3 km to 5 km from large Landscape Objects
Drop of FPS when you are 3.3 km to 5 km from large Landscape Objects
My unpublished scenery is WildAlps 2 made in 2019 (8192 artwork textures, etc. and full Condor 2 requirements). Quite all airports made for this scenery are used with AA2.
Now I use my scenery to develop new assets and new manners of grouping assets in order to make towns, hamlets, etc. Michel DGT do the same research and we exchange some of our experiments.
Have a look to the screenshot of Sion Airport.
I use VR with a Quest 2 at maximum graphic parameters (Condor 2 and Oculus) and the view is mirrored to my 32" screen with a resolution of 2560 x 1440 pixel with a NVIDIA GE force 3070 RTX video Card. On this view the FPS are up to 420 and limited at 90 FPS in VR.
Sion_Airport.jpg
On this view you can see the whole Sion Airport, with a lot of added assets, Pylons-Chat on the left. All the presented assets in this topic in the center, and on the right several buildings surrounding the airports.
Presently I only encounter a big decrease of the FPS when I reach 3.3 km from the center of an airport in the middle of a town. But there is more than 6800 buildings in one object with one only colored texture for the town.
The buildings of the town
At 1.8 km from the center.
The FPS are in the range of 22 and 25 fps with the last driver of the graphic card.
Now I use my scenery to develop new assets and new manners of grouping assets in order to make towns, hamlets, etc. Michel DGT do the same research and we exchange some of our experiments.
Have a look to the screenshot of Sion Airport.
I use VR with a Quest 2 at maximum graphic parameters (Condor 2 and Oculus) and the view is mirrored to my 32" screen with a resolution of 2560 x 1440 pixel with a NVIDIA GE force 3070 RTX video Card. On this view the FPS are up to 420 and limited at 90 FPS in VR.
Sion_Airport.jpg
On this view you can see the whole Sion Airport, with a lot of added assets, Pylons-Chat on the left. All the presented assets in this topic in the center, and on the right several buildings surrounding the airports.
Presently I only encounter a big decrease of the FPS when I reach 3.3 km from the center of an airport in the middle of a town. But there is more than 6800 buildings in one object with one only colored texture for the town.
The buildings of the town
At 1.8 km from the center.
The FPS are in the range of 22 and 25 fps with the last driver of the graphic card.
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Last edited by Xavier on Tue Nov 22, 2022 11:47 am, edited 1 time in total.
*****- Xavier - (XDL - VR FAN) *****
Re: Drop of FPS when you are 3.3 km from large Landscape Objects
Answer of Wickid:
*****- Xavier - (XDL - VR FAN) *****
Re: Drop of FPS when you are 3.3 km from large Landscape Objects
Hi Wickid, and thank you for your message.
This object is still a Landscape Object. The integration in the airport is not yet done for multiple causes.
As shown in the following picture, this object has in Wings3D or Blender:
51589 polygons, 114015 edges, 75996 vertices and 6837 holes (one per building)
This object is extract from OSM data and is quite correctly managed in altitude.
But in Object editor for unknown causes, except triangulation, the number of vertices goes up to 194429. And you can test that increase on each landscape object.
The second finding is that the view in Object editor is limited to some distant (on the screenshot the display is not complete in the upper part).
This object is still a Landscape Object. The integration in the airport is not yet done for multiple causes.
As shown in the following picture, this object has in Wings3D or Blender:
51589 polygons, 114015 edges, 75996 vertices and 6837 holes (one per building)
This object is extract from OSM data and is quite correctly managed in altitude.
But in Object editor for unknown causes, except triangulation, the number of vertices goes up to 194429. And you can test that increase on each landscape object.
The second finding is that the view in Object editor is limited to some distant (on the screenshot the display is not complete in the upper part).
You do not have the required permissions to view the files attached to this post.
*****- Xavier - (XDL - VR FAN) *****
Re: Drop of FPS when you are 3.3 km from large Landscape Objects
Answer of Wickid:
wickid wrote: ↑Fri Nov 18, 2022 4:49 pmIt may be that the objects have "Hard Edges" in Wings. When exporting to .obj the edge gets split into 2 (one for each adjacent face) to get a nice crisp corner. That doubles the vertices for each edge. Wings does some weird things to objects sometimes. I have to clean object up quite a bit when I import them from Wings into Blender.
In blender I can control the "hard edges" very precisely. All plane development has been moved over to Blender as it gives much more precise control and a accurate vertex count. In blender this action is called "Edge split" and if I do that on a cube the vertex count goes up from 6 to 24! (6 faces x 4 vertices per face) When I'm modeling planes I'm always very looking out for this and removing as much vertices along edges as possible, because ever vertex on a split edge will become doubled! Also I like the texturing tools in blender much more than Wings. Took a while to master Blender, but I would never want to go back to Wings now.
You can try if it helps in Wings to select all edges -> right click -> hardness -> soft. See if that still increases the vertex count in the object editor.
Holes in the bottom of the objects is good! that helps reduce the load as well. No need to have faces that can never be seen
*****- Xavier - (XDL - VR FAN) *****
Re: Drop of FPS when you are 3.3 km from large Landscape Objects
Experiments 1 : Results
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*****- Xavier - (XDL - VR FAN) *****
Re: Drop of FPS when you are 3.3 km from large Landscape Objects
Interesting! Thank you for testing!
PH-1504, KOE
Re: Drop of FPS when you are 3.3 km from large Landscape Objects
Embedding a Large Village in Scenery with OSM Data as a Landscape Object
After much trial and error, here are the provisional conclusions that can be drawn from this integration to stay in a simulation with 90 FPS on the Oculus Quest 2 headset and 90 FPS on the mirrored monitor. In AA2 I sometimes go down to 50 FPS when there are many objects and clouds, but up to 20 FPS there is no stuttering.
Number of buildings: about 1500
Number of vertices in Object Editor: 54000
Dimension of the landscape object 4 x 4 km
Here are 3 screenshots to illustrate my point:
Problems not solved:
- The extraction of the buildings is in WGS84 and not in UTM 43
- The Condor canvas (30 m) is sometimes slightly different from the OSM one. It is therefore necessary to construct the landscape object without shadow with the suffix _ns.
- The texture applied is not satisfactory for flat or pitched roofs.
The extraction of OSM data and their export were done only with Blender.
The biggest difficulty is the orientation of the object, around 170°, the determination of its positioning in Landscape Editor and especially to determine the height of the center of the object. When one of the parameters is changed, all the others must be reviewed.
After much trial and error, here are the provisional conclusions that can be drawn from this integration to stay in a simulation with 90 FPS on the Oculus Quest 2 headset and 90 FPS on the mirrored monitor. In AA2 I sometimes go down to 50 FPS when there are many objects and clouds, but up to 20 FPS there is no stuttering.
Number of buildings: about 1500
Number of vertices in Object Editor: 54000
Dimension of the landscape object 4 x 4 km
Here are 3 screenshots to illustrate my point:
Problems not solved:
- The extraction of the buildings is in WGS84 and not in UTM 43
- The Condor canvas (30 m) is sometimes slightly different from the OSM one. It is therefore necessary to construct the landscape object without shadow with the suffix _ns.
- The texture applied is not satisfactory for flat or pitched roofs.
The extraction of OSM data and their export were done only with Blender.
The biggest difficulty is the orientation of the object, around 170°, the determination of its positioning in Landscape Editor and especially to determine the height of the center of the object. When one of the parameters is changed, all the others must be reviewed.
You do not have the required permissions to view the files attached to this post.
*****- Xavier - (XDL - VR FAN) *****
Re: Drop of FPS when you are 3.3 km to 5 km from large Landscape Objects
I have a dream, to fly over this city with 90 FPS in my VR headset.
To day I get only 9 to 10 FPS!
To day I get only 9 to 10 FPS!
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*****- Xavier - (XDL - VR FAN) *****
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Re: Drop of FPS when you are 3.3 km to 5 km from large Landscape Objects
At 6:05 P.M. on Thursday, 4 April 1968, Martin Luther King was shot dead while standing on a balcony outside his second-floor room at the Lorraine Motel in Memphis, Tennessee.
Re: Drop of FPS when you are 3.3 km to 5 km from large Landscape Objects
We have found the cause of the fps drop and have a solution for V3. It’s not all done yet but it’s looking good
Chris Wedgwood,
Condor Team
Condor Team
Re: Drop of FPS when you are 3.3 km to 5 km from large Landscape Objects
Dreams are made to become true. Thank you OXO.
By the way, I find on the web an add-on to change the projection of OSM data in Blender. The only difficulty remains that alignment in LE is difficult because the step is 1°. It should be better if the step were 0.1°. But we can manage this obstacle in Blender.
I had found the natural way to export an object with different materials. Too young in blender, to find obviousness!
So now all the buildings are having their textures for facades, flat roofs and pitched roofs. But these ugly textures, coming with the soft, are too many and too dark. I didn't notice any decrease of FPS. I will make new textures.
The only remaining problem is to extract the terrain from the scenery mesh, instead of OSM data, in order that the buildings will not be half-buried or flowing a little bit in the air.
By the way, I find on the web an add-on to change the projection of OSM data in Blender. The only difficulty remains that alignment in LE is difficult because the step is 1°. It should be better if the step were 0.1°. But we can manage this obstacle in Blender.
I had found the natural way to export an object with different materials. Too young in blender, to find obviousness!
So now all the buildings are having their textures for facades, flat roofs and pitched roofs. But these ugly textures, coming with the soft, are too many and too dark. I didn't notice any decrease of FPS. I will make new textures.
The only remaining problem is to extract the terrain from the scenery mesh, instead of OSM data, in order that the buildings will not be half-buried or flowing a little bit in the air.
You do not have the required permissions to view the files attached to this post.
*****- Xavier - (XDL - VR FAN) *****