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Author Topic: New performance optimizations possible with P3D4 + DirectX  (Read 1694 times)
virtuali
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« on: March 13, 2018, 02:54:13 PM »

This is an example of how much we can improve performances by using the P3D4 SDK to the fullest extent. Here's a comparison screenshot of the existing Docking System as supplied with GSX, compared to a new version of the object, made with the P3D4 SDK and designed to use our new DirectX 11 Render to Texture method, like in the Information panels in new O'Hare scenery.

As you can see, the improvements are dramatic: we go down from 159 to 3 Drawcalls (Drawcalls are bad for fps), from 1476 to 76 Triangles, from 2891 to 117 Texture Vertices, and from 155 to 0 Visibility Conditions.

Drawcalls are bad for fps, because each one breaks the rendering pipeline, not allowing to draw objects in batch. And Visibility scripts are bad too, because even if they are small, each one is executed at each frame. By getting rid of both, we can reduce the rendering impact a lot, and be able to afford better modeling and still be faster than before.


* Docking-System_P3D4_vs_FSX.gif (111.03 KB, 1433x662 - viewed 291 times.)
« Last Edit: March 13, 2018, 02:59:59 PM by virtuali » Logged

Wolf0
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« Reply #1 on: March 13, 2018, 09:49:34 PM »

Impressive results!

This will be very welcome to our simulators.

Maybe it's time to ask your customers for a small contribution for a new version of GSX? We can't be financing all these years of development only with our initial purchase. I'd be happy to pay for an update just to keep your good work properly rewarded.

By the way... with all this optimization and the new memory available with x64... are our virtual passengers getting any closer to arrive at our simulators?

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