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Antialiasing Effects in Flightgear 2.0.0

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Antialiasing Effects in Flightgear 2.0.0

Postby srikanth b s » Tue Nov 09, 2010 10:15 am

Hi,

I just want to know whether the Flightgear 2.0.0 has a provision to set the antialiasing parameters for the scenery generated (Not for the HUD because its already antialiasing option there and opengl is used for that). If so how to vary those antialiasing parameters so as to increase the quality and performance of the scenery generated. Please help me in sorting this out this issue.

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Re: Antialiasing Effects in Flightgear 2.0.0

Postby El Flauta » Tue Nov 09, 2010 6:37 pm

An atialiasing option for all FG rendering -including aircraft edges- could be nice, too... :roll:
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby fredb » Tue Nov 09, 2010 11:16 pm

Code: Select all
--prop:/sim/rendering/multi-sample-buffers=true
--prop:/sim/rendering/multi-samples=4
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby SkyWlf77 » Wed Nov 10, 2010 12:38 am

Hi, fredb...

Where would you put that information if you are using FGRun instead of the command line?

Thanks!
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby fredb » Wed Nov 10, 2010 8:59 am

In Advanced... > Properties

Image
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby El Flauta » Wed Nov 10, 2010 2:46 pm

I waited for that feature for more than two years... why was not included in FgRun visible options? It's a basic...!!!
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby someguy » Wed Nov 10, 2010 4:26 pm

Indeed! Thanks, Fred. Now to see how much it affects the frame rate.
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby SkyWlf77 » Thu Nov 11, 2010 1:39 am

Thank you, Fred! Very much appreciated and easy to follow :)

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Re: Antialiasing Effects in Flightgear 2.0.0

Postby someguy » Thu Nov 11, 2010 5:58 am

Uh, oh. Certain models (over-detailed airliners in particular) can drop my frame rate from 60 to 1 with anti-aliasing enabled.

Never mind.
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby fredb » Thu Nov 11, 2010 8:48 am

Of course, you can choose another value for the number of samples. Something greater or equal to 2
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby i4dnf » Thu Nov 11, 2010 6:00 pm

Funny thing is that I found the fps improve with that set to 1(as opposed to not using antialiasing), and in the nVidia driver setting the antialiasing option to "Enhance the app setting"(8600gt on Linux with latest git). With the property not set, and the driver option to off.. my fps varies(drops) badly (especially when particles are involved).
(I have the framerate capped at 30 fps anyhow, and using vsync).
Last edited by i4dnf on Thu Nov 11, 2010 7:16 pm, edited 1 time in total.
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby someguy » Thu Nov 11, 2010 6:50 pm

Changing the setting from 4 to 2 helps--fps only drops to 8, plus substantial lag every time a new aircraft spawns in. The fact remains, some of those models are simply overcooked. Do we really need to render the panel of an airliner 5 miles away over MP? Why does fgfs insist on trying such foolishness?
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby Tuxklok » Sat Nov 13, 2010 9:06 pm

someguy wrote:Do we really need to render the panel of an airliner 5 miles away over MP? Why does fgfs insist on trying such foolishness?

It is completely up to the person who created the aircraft and other models to do so properly. Besides the creator stepping up and modeling, texturing, animating, etc in more efficient ways, FlightGear itself provides many ways to do level of detail and other optimizations. Totally up to the aircraft maker to take advantage of this stuff, and some of our better creators do just that.

FlightGear only does what it's told to do, foolish or otherwise....same as any other simulator or game.

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Re: Antialiasing Effects in Flightgear 2.0.0

Postby Hooray » Sat Nov 13, 2010 9:34 pm

Tuxklok wrote:
someguy wrote:Do we really need to render the panel of an airliner 5 miles away over MP? Why does fgfs insist on trying such foolishness?

It is completely up to the person who created the aircraft and other models to do so properly. Besides the creator stepping up and modeling, texturing, animating, etc in more efficient ways, FlightGear itself provides many ways to do level of detail and other optimizations. Totally up to the aircraft maker to take advantage of this stuff, and some of our better creators do just that.

FlightGear only does what it's told to do, foolish or otherwise....same as any other simulator or game.


This is all correct, but actually a number of people have previously talked about different ways for doing this -at least somewhat- automatically:

stuart wrote:Re:Feature Poll
Thinking about this a bit more, I think I've come up with a simpler solution, which is to make a code fix that optionally disables loading of all the submodels for AI aircraft. I suggest you hold off creating lots of AI aircraft until I see if my fix is worth pursuing. Obviously it won't solve your problems for v2.0.0 though :(

I've also located my semi-automated conversion of lots of Aircraft to AI versions. Unfortunately the gzipped version is still 92MB in size, so I'll need to see if I can find some way to upload it.

-Stuart


http://www.mail-archive.com/flightgear- ... 27423.html
http://www.flightgear.org/forums/viewto ... f=6&t=1970
http://www.flightgear.org/forums/viewto ... f=4&t=2460
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Re: Antialiasing Effects in Flightgear 2.0.0

Postby D-79 » Sun Dec 19, 2010 11:13 pm

I used the information published here to set up an [wiki]Anti-aliasing[/wiki]. Thanks to fredb! Any improvements on the arcticle are welcome.

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