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ha, you didn't ask to.I almost exclusively use the stock DG for different tests, but I don't test the Ascension Ultra.![]()
There was some talk about this in the AU dev thread I believe. Face can tell you if it's a 'major' undertaking, but I know it's certainly an undertaking, and not a priority now. But I hope it will be compatible one day, cos it does make things look a lot sweeter.Tom and Friedrich, will it be a major undertaken to make this base compatible with the D3D 9 client?
Or is it more in the line for Jarmo do develop it?
In the D3D 9 or even the D3D 11 client, there are many more possibilities.
At least I think so.
The transparency issue, frame rates and overall anesthetics can be improved.
Tom and Friedrich, will it be a major undertaken to make this base compatible with the D3D 9 client?
Or is it more in the line for Jarmo do develop it?
In the D3D 9 or even the D3D 11 client, there are many more possibilities.
At least I think so.
The transparency issue, frame rates and overall anesthetics can be improved.
Thanks for that feedback, it's good to get at an idea of the fps numbers. Seems satisfactory so far.. agree?
I'll see if I can sort that out without having to tear the hangar to vertices...
Cheers for the vids, much obliged.
Thanks for that feedback, it's good to get at an idea of the fps numbers. Seems satisfactory so far.. agree?
I can't say I agree. Even decent / top range computers are somewhat struggling with AU. If AU was the only base of its type in existence, it'd be ok, but if you're hoping the AU technology becomes standard for base making, then we have a problem... pun not intended...
Unfortunately that's not true. My rig runs AU in excess of 70-100 fps even with a ton of XR fleet vessels added. Tech-wise my rig is actually about a year old, although quite new to me: Intel(R) Core i5-2500k @ 3.6GHZ, 8GB RAM, GeForce GTX 580, Win7.I can't say I agree. Even decent / top range computers are somewhat struggling with AU.
This is a valid point, but I think it's important to remember that not all bases need be as complex as AU wrt meshes and textures. I warrant the code over-head is not the issue, the polys, textures and transparencies are. Therefore, multiple bases are only a problem if all bases are as detailed as AU. And then, it's only a problem for less up-to-date pcs tbh. I stated from the start of AU dev that some users may struggle with the gfx demand, and although I have tried to be as efficient as possible, I don't intend to change that. But that does not undermine the concept of multiple bases using the code tools. It just undermines the ability for some users to have all the pretty bells and whistles, unfortunately. Also bear in mind that LoD options will enable people to reduce the demand in exchange for less detail. This will also allow us to isolate exactly which elements cause the most demand: meshes, textures, transparencies, code, beacons etc etc..If AU was the only base of its type in existence, it'd be ok, but if you're hoping the AU technology becomes standard for base making, then we have a problem... pun not intended...
Thanks for that detail. It makes me want to ask the following question, to all of you: What fps do you normally get/expect from Orbiter on average, and how does AU compare with that?I have some crude data:
Starting off with the default beta scenario ...snip... even though none of the other four bases are in view.
Thanks for the numbers. 36 fps with that rig would be pretty good right?I also try to spawn multiply AU bases around the globe.
With 5 Au bases it stabilize at 36 FPS.
My PC specs:
Intel core 2 duo E 4400 at 2 ghz.
2 GB RAM
nVidia 9600 GT with 512 GDR 3 ram.
Good news. It's interesting to see that extra vessels had no impact on fps. It would seem that AU is playable for you then?I done several experiments with the standard AU base.
With this "full house" my frame rate does not drop significantly.
And the best news is there is no CTD at all.
I'm not that familiar with woo's addon, but the TA crane will offer cargo management options. Are you asking for the ability to spawn cargos directly into the hangar? or?Would it be possible to add cargo storage/management for the hangars, similar to woo482's UCGO warehouse, but controlled by TowerMFD?
This is a valid point, but I think it's important to remember that not all bases need be as complex as AU wrt meshes and textures. I warrant the code over-head is not the issue, the polys, textures and transparencies are. Therefore, multiple bases are only a problem if all bases are as detailed as AU. And then, it's only a problem for less up-to-date pcs tbh. I stated from the start of AU dev that some users may struggle with the gfx demand, and although I have tried to be as efficient as possible, I don't intend to change that. But that does not undermine the concept of multiple bases using the code tools. It just undermines the ability for some users to have all the pretty bells and whistles, unfortunately. Also bear in mind that LoD options will enable people to reduce the demand in exchange for less detail. This will also allow us to isolate exactly which elements cause the most demand: meshes, textures, transparencies, code, beacons etc etc..
Most assuredly!

Fair point again about other addons. But, when finished, all the meshes won't be loaded all the time due to the LoD. So perhaps it's best we return to this issue later in the dev when we can start looking at LoD and fps in more detail. In the short term it's nice to have gotten some feedback and numbers now though, and good to know it seems to be running pretty much as I expected at this stage.@WHAP: I know the code isn't the problem. I imagine the code is tedious, but not CPU heavy.
The problem is that the base's mesh is loaded all the time, doesn't matter where on Earth you are. I've proposed a solution, but through further testing we'll see if it's needed. You have to keep in mind that bases aren't the only things running in Orbiter and there are some other CPU heavy add-ons.
That said... I just ordered parts for a new computer, so I'll be able to do some more testing next week when it arrives.