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FS2004 Gauge resolution and performance assistance (SOLVED)

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mexico
Hello lads

When I start the Bell 429, I honestly belived that she deserved a "super nice" and high resolution gauges (I was wrong...) and still I am. However, I fell in a turmoil and I am paying with blood for being so naive!

The combination of 3D gauge eye candy, details in the VC and gauges are killing the model. I began taking in mind the top resolution in FS9: 1024x1024 pixels per image. Looking the instruments, the "more logical" gauge size to think of were the LCD's.

Based on that size limit and taking in mind that "there are no limits for XML gauge images (wrong...)", I decided to take a background with an arbitrary resolution of 772 x 1028 pixels (well... not necessarily).

In my model, they have the next dimensions:
Base: 20.11 cm (0.2011 m)
Height: 27.46 cm (0.2746 m)

Collectively with the dimensions, I have the following resolutions rounded to two decimals:
Horizontally: 772 pixels / 20.11 cm = 38.38 pixels/cm
Vertically: 1028 pixels / 27.46 cm = 37.43 pixels/cm

Also, I layout the polygons to place the gauges in eleven sections:
Panel_layout.jpg

All have texture sizes of 1024x1024 pixels, with the exception of the 3 smallest (512x512)

The 2D panels with guages in place look like this:
429_gauges_80.jpg


and the complete VC:
3D_VC_09.jpg


In short, what could I do to enhance the performance?
a) Reduce the gauge size? Bear in mind that my XML code is SUPER BAD and it may be a factor as well... :duck:
b) Remove details from the cabin and VC?

c) delete all 2D panel entries?
d) Delete the helicopter files from my HD (including gmax models)? :yikes::yikes::yikes:

I ran some test in the simulator (FS9) without gauges and my fsp are steady at 40 (that value has been set and fixed by me within the simulator). On the other hand, with the most basic animations and gauges in place, the fps dropped dramatically between 8 - 12 fps in the Seattle Tacoma area (with 0% of AI traffic present o_O). I really want to bring you the best I can create, constrained only by my lack of knowledge; however I don't know the limits for FS9 very well and I badly need to do something about it.

Any thoughts or commentaries would be very appreciated.
In advance, thank you all.
Sergio.
 
I think you could fit the 2 PFDs on a single texture, and the MFD and GPS units on another. That would be a good start.
 
If the panel.cfg have more than two VCockpit sections, the VC gauges will be refreshed very slowly (in fs9, regardless of the FPS).
 
as above... 1 vccockpit entry is great 2 is fine 3 you start to see lag...its a compromise especially on glass cockpits...build as many gauges switches ect as you can in 3d and keep the 2d gauges for the panels only
 
I think you could fit the 2 PFDs on a single texture, and the MFD and GPS units on another. That would be a good start.

Naruto:
I was thinking that since the beginning. Will try to do that. However, the polygons for both PFD's are placed in the opposite corners. Perhaps If I split the dashboard in two large polygons will help.

Luka:
I didn't knew that! Now I have a new clue on this. In a matter of fact the panel.cfg calls eleven VCockpit sections . Now I am understanding why she is flying like a brick... o_Oo_Oo_O

I will experiment spliting in two polygons the dasboard and the central console. In that way, I will have only 4 VCockpit sections in the panel.cfg Let's see if it helps.

Thank you both and have a wonderfull day.!
Best regards,
Sergio.
:D
 
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as above... 1 vccockpit entry is great 2 is fine 3 you start to see lag...its a compromise especially on glass cockpits...build as many gauges switches ect as you can in 3d and keep the 2d gauges for the panels only

Hello Au_MaV
Thank you for the head up! I will combine the three ideas given by you, Naruto and Luka. Wish me luck!.
 
Hi
Im assuming you know you can map as many individual pollys to a single 1024x1024 texture..if me id do $P1 2 3 and 4 to one texture and the rest to 2nd 1024x1024 texture..the fun part is using the texture real estate to the best possible res..its all a compromise :) if you have a mixture of rectangular and square mappings you can lay the rectangular one on their side for a better fit and rotate the axis to suit when mapping
 
Im assuming you know you can map as many individual pollys to a single 1024x1024 texture..if me id do $P1 2 3 and 4 to one texture and the rest to 2nd 1024x1024 texture..the fun part is using the texture real estate to the best possible res..its all a compromise :) if you have a mixture of rectangular and square mappings you can lay the rectangular one on their side for a better fit and rotate the axis to suit when mapping


That's more like it! I will experiment using better my "real estate" LOL. Thank you.
 
Hello lads!!! I am working on this and it will do the trick!!!!!!! Now I only have two entries for VC gauges and I can't tell the difference (regarding graphics); however The performance is HUGEEEEEEEEEEEEE!

THANK YOU ALL :D:D:D:D:D:D
Kindest regards,
Sergio.
 
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I've finished the VC!!!

Now, can you tell the difference? (See the images above) ;)
VC_performance_01.jpg

VC_performance_02.jpg

VC_performance_03.jpg

Cheers!
Sergio.
:D
 
Hehe. You would be surprised how much you can economise on resolution without losing anything, yet increase the performance considerably.
 
Hehe. You would be surprised how much you can economise on resolution without losing anything, yet increase the performance considerably.

Perhaps is there more? Awesome and thank you.

All the best and Happy Easter!
Sergio.
:)
 
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