CAE Tropos combines CAE's expertise with ATI's latest graphic processing chips and exceeds every performance standard currently set by CAE's Maxvueâ„¢ image generator. In addition, Tropos is the only image generator developed using commercial off-the-shelf graphic processors with the calligraphic capability required to generate realistic runway lighting with occlusion, a critical achievement since the FAA requires realistic runway lighting for Level D certification.
You can't judge that from a video.Megadrive1988 said:especially since the framerate was not very high.
mattredd said:
Chalnoth said:As far as the graphics go, I'm sure a modern high-end PC would have no problems.
The problems may come in with detailed flight models, or with obtaining the level of detail that that simulator appears to have (that is to say, the amount of detail on the ground....my suspicion is that it may take more texture memory than would fit in cards today).
But as far as the graphical effects, well, they're nothing special.
I somewhat doubt that a modern PC couldn't do these effects.Fred da Roza said:The real light lobes and the layered fog model are better than what you will see in games. What effects where you expecting. It's made to look realistic and meet FAA level D training standards. The military version (Medallion-S) would have better special effects.
I'm not sure how that's possible with ATI hardware (overbright lighting). But it certainly would be possible with the NV4x modified to support a new output buffer format for higher dynamic range. Care to enlighten us as to what calligraphic lights are?The airport lighting should also look better with calligraphic lights since the intensity can go beyond what a standard monitor can project. Unfortunately you can't see the calligraphic light points in the video.
Megadrive1988 said:I would think that modern highend PC could handle that. especially since the framerate was not very high. it looked like it was around 20 frames per second. the detail on the ground was nice. the lighting was nice. the effects were nice, too. but I don't see anything that is way beyond (if at all) what can be done on PCs.
after playing the 60fps Ace Combat 5 on the lowly PS2 with its paltry 40 MB memory, I don't see why 3+ GHz PCs with 1-2 gigs of system memory and 256 MB videocards with PS 2.0/3.0, 16 pixel pipes, 6 vertex shaders couldnt handle that flight sim. it would be interesting to know what hardware that sim was running on. maybe it was PC hardware to begin with.
edit: oh look
http://www.cae.com/www2004/Products...sual_Solutions/Image_Generators/tropos.shtml#
CAE Tropos combines CAE's expertise with ATI's latest graphic processing chips and exceeds every performance standard currently set by CAE's Maxvueâ„¢ image generator. In addition, Tropos is the only image generator developed using commercial off-the-shelf graphic processors with the calligraphic capability required to generate realistic runway lighting with occlusion, a critical achievement since the FAA requires realistic runway lighting for Level D certification.
basicly it's using off the shelf ATI and (probably also) CPUs. so now its really a question of can 1 CPU and 1 ATI VPU in a PC environment reproduce that sim. I'd say probably very closely. unless that sim is using
multipul ATI VPUs in a tighter architecture than PC with more bandwidth & less latency.
btw check out the video of CAE's highend Medallion system running a simulator with Eurofighter and Tornado
http://www.cae.com/www2004/Products..._Solutions/Image_Generators/medallionS.shtml#
Chalnoth said:I somewhat doubt that a modern PC couldn't do these effects.Fred da Roza said:The real light lobes and the layered fog model are better than what you will see in games. What effects where you expecting. It's made to look realistic and meet FAA level D training standards. The military version (Medallion-S) would have better special effects.
Right, this is the sort of stuff I was expecting (aside from the calligraphic points) from my first post.Fred da Roza said:Remember we render scenes that have 40+ miles of visibility. We are required (by FAA standards) to maintain a 60 Hz frame rate while rendering 1600 calligraphic light points in day. It doesn't have to be calligraphic points per say (if you want to get picky) but it must meet a certain contrast and resolution requirement that is unacheivable with standard displays. In addition the scene is rendered using 16 sub-pixel stochastic AA.
That is interesting. I wouldn't think that calligraphic lights points should be able to cut performance in half. That is to say, all that you should need from the graphics card for the calligraphic lights is depth information for the scene. Something would definitely seem to be not optimized properly if performance is cut in half (whether it's hardware or software). For example, if your system is entirely geometry-limited, you should be able to use MRT's to get the calligraphic points information at no additional geometry cost. And, furthermore, the calligraphic point information should require much less processing than the other shaders which make up the scene.Would you believe a lot of visual system manufacters (like SGI) don't even offer real light lobes on their military visual systems because of the performance impact. In addition the calligraphic light points cut our performance in half.
Chalnoth said:That is interesting. I wouldn't think that calligraphic lights points should be able to cut performance in half. That is to say, all that you should need from the graphics card for the calligraphic lights is depth information for the scene. Something would definitely seem to be not optimized properly if performance is cut in half (whether it's hardware or software). For example, if your system is entirely geometry-limited, you should be able to use MRT's to get the calligraphic points information at no additional geometry cost. And, furthermore, the calligraphic point information should require much less processing than the other shaders which make up the scene.
Light point computations are expensive.
Fred da Roza said:Chalnoth said:That is interesting. I wouldn't think that calligraphic lights points should be able to cut performance in half. That is to say, all that you should need from the graphics card for the calligraphic lights is depth information for the scene. Something would definitely seem to be not optimized properly if performance is cut in half (whether it's hardware or software). For example, if your system is entirely geometry-limited, you should be able to use MRT's to get the calligraphic points information at no additional geometry cost. And, furthermore, the calligraphic point information should require much less processing than the other shaders which make up the scene.
You might find this interesting.
http://www.cs.rochester.edu/u/wyi/sgi/ch18.html
They do mention that:
Light point computations are expensive.
Megadrive1988 said:I saw the F/A-18 Hornet video, it was ok.
the Apache video is much more impressive since it's in quicktime and runs at what seems to be 60fps (the video) http://www.cae.com/www2004/News_Room/videoGallery_HL.shtml#
Fiver said:Yes, light calculations are expensive, but the semi-defered(sp?) method that Calnoth suggested could improve the speed in which the lighting is calculated.