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Optimizing performance of scenery?

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us-arizona
I know I have read tidbits of info here and there on improving the performance of add-on scenery, but is there any definitive guide out there? I have searched through the forums somewhat but haven't come up with much. I would like to improve the performance of my PHX photoscenery I have created for FSX (available on FlightSim.com) for my next update release, but I'm unsure of any detailed tweaks I can do to make it run more along the lines of FlyTampa scenery - I am impressed by the amount of detail in their airports, and yet they run incredibly well on my setup. We all know the basics, i.e. more objects=less FPS, high detail textures usually=less FPS, etc., but what can I do with my scenery to make it run as smooth as possible for everyone? Is photoscenery through resample.exe the best way (this was the method I used)? Or just the 'easiest'? How IS FlyTampa scenery so smooth with all of their detail? My scenery has nearly 3000 downloads, but not a single person has commented on its performance (good or bad), or any suggestions for improvement.
 
Hi,

Can you maybe tell us a bit more what your scenery contains? Did you make custom 3d objects for example or custom ground polygons? Each area of scenery (terrain, objects, airport, etc) have their own tricks and tips. So we would have to know what is in your scenery to give you some tips.
 
It does contain custom 3D objects from FS9 that are fairly simple and that I have re-compiled into FSX format. The only custom ground polygons are a handful of small runway overlay textures (they are only on the first 2000' or so of each runway end) and markings at each gate (but there are a lot of gates...). There is also FSX car traffic on a couple of nearby highways and roadways that enter/exit the airport. I'm sure part of it has to do with:

-fairly complex layout with lots of runway/taxiway signage
-every gate is modeled with FSX moving jetways
-numerous 3D objects
-possibly the photoscenery causing slight FPS drops? The photoscenery also covers more area than just the airport.

Thanks for your response, Arno, as well as all of your previous posts online that helped me figure out and resolve a lot of issues with this scenery before I first released it.
 
Hi,

From my experience photo scenery is not hard on the frames at all, so I would not worry about it.

I would first check the complexity of the 3d models. You might be able to reduce their drawcalls and maybe even benefit a bit from drawcall batching.
 
Plan your 3D model Materials to minimise and share drawcalls.

Unfortunately, the design principles in FS9 (256x256 textures from memory) do not translate into good performance in FSX.

By way of example, a single 1024 x 1024 texture sheet with identical material settings is more efficient than 4 x 256 x 256 textured materials.

Combining textures onto single sheets based on material type may be a start.
 
I guessed the same regarding the photoscenery, but I thought it was worth mentioning.

As far as the 3D objects are concerned, I have begun minimizing them and have seen a decrease of about 2-3 per object. for an average of about 8 for terminal building objects (19, however, for the largest terminal building). Is this a typical, acceptable amount? And for drawcall batching, I should not generate LODs to take advantage of this in the sim, correct?

Also, I notice the output of the combined textures...do I have to go through each one and figure out which ones were combined in order to reduce the textures included in the final product?
 
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Hi,

For drawcall batching lods are indeed disabled. So if your object has no textures that are shared by other, it might be better to have the lods.

For not too complex objects the aim should always be to stay within one drawcall. But for complex buildings like a terminal that is not possible of course. Just try to use the materials as optimal as possible.
 
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