... light intensity is the same at Earth and at Jupiter, which is another "cheat" to get a proper picture at all distances. (Neptune receives 0.1% of the intensity compared to Earth, while Mercury gets 470% of intensity compared to Earth)
At start of the scenario I am near 500 fps. By the time I am ready to deorbit burn, which was about 7 orbits later, most done at x100 time accel, I am down to under 150. That is a huge performance loss.
Remember 500 fps means a frame takes 1/500 = 2 ms to show. 1/150 is 6 ms. That's a 4 ms increase. The effect is there, but it's not the big performance loss. Someone playing usually at 60 fps avg. would end up getting 48 fps avg., which doesn't seem that costly anymore, even if the loss is still there.
That being said, there is a performance loss. I was just saying.
Normally I would agree with you but the performance loss has an additional manifestation to it. Even at 100+ fps, the sim should appear smooth since it is above my display's refresh rate of 59mhz but this is not the case, there is a clear stutter occurring. Going to an external view of the vessel and moving the camera around the movements are very choppy, far more so than one would expect at that frame rate. That is how I came to be aware of the problem in the first place.
I know the issue still lies in the use of ext mfds because you close those out and the performance appears to be totally regained. I hope to try some more testing today because I have seen some hints of a pattern that links performance loss also with alt-tabbing out of the sim with Ext MFds open as well. Not sure if that is real or just a coincidence or me just watching the FPS too closely and trying to pick things out of thin air here.
There is still something going on with external MFDs. I have a few open in prep for a deorbit with the XR-2. At start of the scenario I am near 500 fps. By the time I am ready to deorbit burn, which was about 7 orbits later, most done at x100 time accel, I am down to under 150. That is a huge performance loss. I am wondering if I am seeing an accelerated loss due to my settings, I use the GeForce drivers to use more aggressive Antialiasing and Anisotropic filtering.
I am not going that over the top with ext mfds, and yes I made sure I was using the Dx9 version of the ext mfd. I use this same flow with external mfds back in R12 of the client and never saw such performance loss. R12 still seems to be the most stable build for 2010p1.
I'll try to find some time to study how the things were done in R12 if it would give some ideas. The 2D surface management is a nightmare. BTW, Is the problem reproducible with the latest Beta ? Debugging that would be little more productive than the old 2010-P1.
I'm getting a bunch of of these error messages with SSU on the latest D3D9Client for the Orbiter beta:
Thanks, changed it to DXT1 and no more error messages. Why it was DXT3, I don't know.Can you change "SSU\ODSbuttons.dds" to use DXT1 instead of DXT3, DXT5 ? or does it need alpha channel ?