Tag Archives: performance

Coping With Variable Rendering Options In X-Plane 10

X-Plane 10 will have rendering options for global illumination and global shadows. This leaves one question: what if the user has these features disabled? The plan for version 10 is this: the OBJ file format will have some extensions to … Continue reading

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Performance Tuning and Future Proofing

I wrote up some performance tuning notes for OBJs on the wiki. A few notes on how these rules will change with version 10: Everything on that note applies to version 10 too. If you’ve tuned your model for version … Continue reading

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Use Every Pixel of Your Normal Maps

Normal maps are expensive. A 2048 x 2048 normal map takes 22 MB of VRAM! So make sure you get every bit of image quality you can out of it. Two things to consider: Normal maps are uncompressed (because texture … Continue reading

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Revisiting Texture Compression

For quite a while now, I have been advocating in favor of DDS compression. I am pretty damned obstinate, but eventually if enough people yell at me, I get a clue. I have come to appreciate that there are some … Continue reading

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Multicore and Version 10

Over the last two years, we’ve been working on the X-Plane rendering engine, setting up the code to take advantage of multiple cores when possible. Most of these changes are in X-Plane 9 already: multi-core creation of 3-d scenery, multi-core … Continue reading

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Facade Tuning and Tips

I have updated some of the facade documentation on the wiki with new performance tips for using facades. A few quick notes: Your facades must be counter-clockwise (when viewed from above). Do not repeat the first point; X-Plane will “close” … Continue reading

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Performance of Panel Texture vs. 3-d Cockpit

I sometimes get questions from authors considering how much to rely on a 2-d panel mapped to 3-d via the panel texture vs. a true 3-d panel. I can’t comment on what will look best, but I can comment on … Continue reading

Posted in Cockpits, Development, Modeling, Panels | Tagged , , , | 2 Comments

Why Don’t the Cars Work Quite Right in Replay?

The short answer is: to save memory. The cars and replay seem to be a case of damned-if-we-do, damned-if-we-don’t. If we don’t stop the cars and reverse them in replay, we get piles of bug reports. If we do try … Continue reading

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DDS Has No Gamma (Which is Very Sad)

A few years ago I blogged about gamma correction for png files. Here’s the very, very short version: PC and Mac monitors are calibrated differently. Dark tones on a PC appear darker than on a Mac. The curve of how … Continue reading

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What is the Difference between ANIM_hide and ATTR_draw_disable?

In order to understand the difference between hiding geometry and disabling drawing, you need to understand that an OBJ triangle can serve many purposes. Broadly, those purposes are: Drawing (the most basic use). Collision detection, of which we have three … Continue reading

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