From: Vivian M. <viv...@li...> - 2011-07-12 21:11:43
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> -----Original Message----- > From: tho...@jy... [mailto:tho...@jy...] > Sent: 12 July 2011 09:18 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Future Weather System > > > What I'd really love to see in the mid-to-long-term range is some kind > > of unified weather system. It does not really make sense for an average > > user to have two systems to choose from. > > Well, there's also a reason - the different design philosophy - and at > some point you may want to consider that before you merge. > > If you compare a system that tries to understand atmospheric conditions > and terrain interaction with one that draws what you specify, then there > are pros and cons to each: > > * currently Global Weather guarantees (I think) that winds at a station > position are exactly as reported in the METAR string. Local Weather > computes the boundary layer wind slowdown locally dependent on terrain and > can't guarantee that the winds will work out - by the time a METAR is > received, the terrain at the station usually isn't even loaded and can't > be probed, so the system has to make a guess what the boundary effect at > the station location will be, and the wind at destination is only good up > to that guess (that could in principle be addressed by correcting the > guess once the terrain is loaded - it's just a nasty question of timing > and subtly changing interpolation points...). > > * same with cloud cover - if a system computes cloud placement dependent > on terrain type and altitude, you can't guarantee that the end result will > really be a 4/8 - it could come out 3/8 or 5/8 - again, it depends on > guessing a factor before doing the placement > > * on the other hand, if you place and drift clouds without terrain > interaction, they'll just go through a mountain and emerge on the other > side - isn't quite right either. If you compute winds without local > boundary layer effect, the boundary layer will be as effective on a > mountaintop as down in the valley - isn't correct either. > > Maybe I am lost in seemingly irrelevant detail - but I think there's a > good reason to have two systems dependent on what you need - either > accuracy with respect to weather reports, or some physics model of the > atmosphere interacting with the terrain. > > (There is of course a proper solution, which is a proper physics model of > atmosphere/terrain interaction - it's just computationally too heavy...). > > >> Do you see this as a problem with the 3D clouds generated by the Local > >> Weather system specifically, or 3D clouds in general? > > It's 3d clouds in general but the local weather has the biggest impact > > on frame rate. I think (better: guess) it's because Local Weather draws > > more cloudlets. It's getting worse btw. the closer one gets to a cloud > > and the more space on the monitor is occupied by a cloud. > > I'm not sure about what's different in multiple monitors, but: > > http://www.flightgear.org/forums/viewtopic.php?f=5&t=7358&start=345#p12442 > 0 > > (visual comparison with closed layers in METAR mode - Local Weather gets > almost 25% better framerate) > > In a single monitor setup, it's just not true that Global Weather is > generically faster. In equal Cumulus conditions, I observe about the same > performance hit (when slecting the same visual range to display clouds - > when I compare 55 km visibility with 20 km, naturally 20 km are better). > In overcast layers, I observe that Local Weather is sigificantly better - > sometimes twice as fast. > > I think cloudlets go the other way round - Stuart uses many (20-30 per > cloud) small cloudlets, whereas I use few large ones (typically 4-8) with > asymmetric rescaling to get the layering right. > > If the problem gets worse when a single cloud is in view, it could be down > to texture resolution - a single cloudlet texture used by Stuart is > probably 120x120 whereas some of my large Cu cloud lets are ~1024x512 - > that should give you a different performance footprint... Some people had > issues with GPU memory, in which case dds textures helped (didn't help for > me). > > Apart from that, I can't really guess what makes it worse with more > screens. > > So - future plans: > > Stuart has written a very nice interface from Nasal, which I plan to use. > Since that requires newly arranged texture sheets, I will ask some people > who have more experience with graphics software to help me re-extract > textures from my cloud photographs - at that stage, we can also > systematically test with dds vs. rgb and optimal resolution. > > My current understanding is (I haven't tested too much) that Stuart's > interface doesn't address issues which are related to number of cloudlets > or texture size - once a model is in the scene, these should be the only > difference. I can of course use the same clouds and textures as currently > in global weather, but then you run into the same performance and visual > issues (i.e. cloudlets are too small to effectively form layers, no > developed Cu or Cb clouds, ...). What the system will most likely do is > > * improve loading times > * provide a conceptually clean interface > * move clouds in the wind almost for free > > In principle, one could try to code terrain interaction into here as well > - but as I said, moving clouds interacting with the terrain opens a can of > worms... > > So, that's in a nutshell the plan for the mid-future. > Here, with a Core 2 Quad, 4Gb RAM, nVidia GTx285 with 2Gb VRAM there is a huge difference in performance. At EGMH and using METAR, I get 75 fps with Global Weather, but when I use Local Weather, using the same METAR, I get a little over half that. The loss of frame rate wouldn't be so bad, but for the stagger in the frame rate with very noticeable pauses. These pauses make Local Weather a very much less pleasant experience to fly with than Global Weather. I would even sacrifice a few more fps for the sake of smoothness. And if we could loose the hard edges around some of the textures that would help. Right now, the Cu look like a series of cardboard cutouts stacked one behind the other, flicking on and off. OTOH, I love the appearance of Ci/Cc. For me the main issue is not so much the framerate, as the way the framerate is being delivered. Second to that, the flicking on/off detracts greatly from the overall impression of what is potentially a very good system. Vivian |