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Orulex is the dynamic scenery generator for Orbiter i am developing for some time already.
Current version information and data links are there:
http://www.orbiter-forum.com/showthread.php?t=999
Alpha version from 080418:
http://orbides.1gb.ru/orbf/Orulex-080418.zip (344 Kb)
Install over 1.0.
There was some changes in the terrain code, and the way LOD is done, now it doesn't try to use up all allocated resources, but aiming instead to get the best-looking terrain with least amount of polygons used, averaging at about 50000 polygons, increasing up to 95000 when moving.
Theoretically, it should speed it up noticeably without reducing quality too much.
If you want to test it, i wanted to know, is there any performance increase compared to 1.0, if the terrain looks better/worse than before, and what parameters look/work best?
There are some new parameters that is supposed to be tuned.
You can change them either in world studio planeted tool, or in orulex.cfg.
Texturing: (TexGen in cfg) Far-Near (0) of Near-Far (1) selects if the textures are generated from lower level up of from higher level down, first should theoretically provide a smoothly increasing texture resolution, while second is expected to give faster generation at a price of temporary blank squares.
Which one looks better is one of the testing questions.
RangeFactor: Defines the level LOD fuzziness, the higher it is, the further on the hi-res textures are generated, but the lower is their maximum resolution.
TextureFactor (cfg only): Amount of texture blocks wanting that switches the generation from low-intensity mode to high-intensity, only applicable in single-threaded mode and in world studio.
Current version information and data links are there:
http://www.orbiter-forum.com/showthread.php?t=999
Alpha version from 080418:
http://orbides.1gb.ru/orbf/Orulex-080418.zip (344 Kb)
Install over 1.0.
There was some changes in the terrain code, and the way LOD is done, now it doesn't try to use up all allocated resources, but aiming instead to get the best-looking terrain with least amount of polygons used, averaging at about 50000 polygons, increasing up to 95000 when moving.
Theoretically, it should speed it up noticeably without reducing quality too much.
If you want to test it, i wanted to know, is there any performance increase compared to 1.0, if the terrain looks better/worse than before, and what parameters look/work best?
There are some new parameters that is supposed to be tuned.
You can change them either in world studio planeted tool, or in orulex.cfg.
Texturing: (TexGen in cfg) Far-Near (0) of Near-Far (1) selects if the textures are generated from lower level up of from higher level down, first should theoretically provide a smoothly increasing texture resolution, while second is expected to give faster generation at a price of temporary blank squares.
Which one looks better is one of the testing questions.
RangeFactor: Defines the level LOD fuzziness, the higher it is, the further on the hi-res textures are generated, but the lower is their maximum resolution.
TextureFactor (cfg only): Amount of texture blocks wanting that switches the generation from low-intensity mode to high-intensity, only applicable in single-threaded mode and in world studio.