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Does flightgear use Directx 11-Equivalent OpenGL Coding yet?

Graphics issues like: bad framerates, weird colors, OpenGL errors etc. Bad graphics ar usually the result of bad graphics cards or drivers.
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Does flightgear use Directx 11-Equivalent OpenGL Coding yet?

Postby KyleKatarn » Sun Nov 09, 2014 5:14 pm

I was wondering if were using DirectX-11 Equivilant coding yet in OpenGL (or 10). The reason i ask is that im going to optimize my drivers FlightGear profile for it and i have different Performance across OpenGL 2, 3 and 4. Im getting decent framerates for my system with it Maxed at 1280x1024 With Rembrandt enabled but im trying to get a few more FPS so i was wondering what settings would have the Biggest Performance impact weighted by the Graphical enhancements they provide. My graphics card (Surprisingly) is on the recommended list, so i think its just they way i have FlightGear Set up (1280x1024, 2x Filtering, No AA, Maxed except for Clouds, and Rembrandt Enabled). Heres my system

AMD Athlon 64 2.20GHZ Socket AM2
Creative Labs Soundblaster X-Fi
160GB Internal HDD + 500GB External HDD
2 Monitors (One at Near 1080p, the other is 1280x1024 aka the Primary Monitor)

Any suggestions on how to get a few more fps without a huge performance loss is apperciated. Thanks in Advance
Windows 7 64-Bit SP2
Intel Core 2 Quad Q8300 @ 2.5GHZ (4 Cores)
NVIDIA GeForce GTX 750TI 2GB MSI Gaming Factory OC @ PCI-E 1.1
Creative Labs SoundBlaster X-FI Go! Pro USB (E.A.X. 5, 64-Channel)
4GB PNY Optima DDR2 667MHZ
1TB Total Storage
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Re: Does flightgear use Directx 11-Equivalent OpenGL Coding

Postby Hooray » Sun Nov 09, 2014 6:59 pm

recently-added (post 2.6) rendering related features will usually be using "modern" OSG code, legacy code may still be using raw OpenGL (which includes some features like the Map dialog, despite being relatively "recent, i.e. post-OSG). Overall, FG rendering is not yet sufficiently unified unfortunately, but this is work in progress-which is being especially facilitated by adopting the Canvas system in more and more areas to help establish a single 2D rendering back-end that's using OSG.
For general optimization advice, you'll want to refer to the wiki and do manual testing to see what works best for you though - FG itself is not particularly optimized, and also not particularly efficient in many areas - so that there are usually more critical factors involved than your drivers/application profile.
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