I picture you holding alt for every key on the keyboard. ;D
I realised that Outerra cannot go under 30 fps (in most cases). In fact the engine prioritize this minimum framerate over terrain rendering, and most specifically terrain procedural refinement. I've always wondered why terrain detail generation (when turning camera for example) was more visible in montainous areas or in the locations where I have placed a lot of heavy detailed buildings (Levi's GTA4 imports, for example).
Outerra includes many debug tools, but they are well hidden for normal user. Some of them may be usefull for moders, others for performance monitoring and a few are just fun.
I have tried to list some of them, fell free to search for other ones ;)
First, you need to go into your eng.cfg (yourname/outerra/eng.cfg).
Search for the "debug_keys" line and set the value to "true". You can now use the tools listed below :
Various tools
Alt+m and Alt+s : Occulus Rift mode
Ctrl+p : Flight path recorder
Ctrl+F4 : Recorder
Ctrl+F7 : FBX importer
Alt+F5 : Shader editor
Alt+c : command console (not the same as "p" key)
Alt+F8 : Reload Cubemap (environnemental reflexions)
Alt+F11 : Reduce exposure (not sure why it's usefull)
Bugged/Missing
Alt+e and Alt+s : spawn cubes (not working : they are missing on the public version directory)
Ctrl+k : weird spawn menu
Terrain tools
Alt+t : disable vegetation
Alt+i : display geographic coordinates on ground texture
Alt+n : elevation map. Repeat to toggle between various modes.
Ctrl+n : display terrain grid. Repeat to toggle between various modes.
Debug monitors
Alt+1 : Render tasks stats
Alt+2 : Gpu times
Alt+3 : Textures stats
Alt+4 : Sounds monitor
Alt+5 : Tiles monitor
Alt+6 : Memory tracker
Alt+7 : Models monitor
Ctrl+F12 : Show fps
Secret hidden features ;)
Alt+v : basic night vision mode (warning : full green screen during day!)
Ctrl+i : basic thermal vision mode
-> Cameni, Levi and PytonPagoMy gpu_lag is between 15-45 on NVIDIA GeForce GTX 550 TI, driver version 337.88 WHQL.
Thanks for these informations! I've set requests-per-frame in world.cfg to 10. Seems to improve terrain procedural refinement speed, without crash so far.
Anyway, I was also wondering if my current gpu_lag is not a little bit high (between 50 and 90), does anyone else have similar results? My bet on the infamous ATI's OpenGL drivers (Catalyst 14.4 for me)...
-> Cameni, Levi and PytonPagoMy gpu_lag is between 15-45 on NVIDIA GeForce GTX 550 TI, driver version 337.88 WHQL.
Thanks for these informations! I've set requests-per-frame in world.cfg to 10. Seems to improve terrain procedural refinement speed, without crash so far.
Anyway, I was also wondering if my current gpu_lag is not a little bit high (between 50 and 90), does anyone else have similar results? My bet on the infamous ATI's OpenGL drivers (Catalyst 14.4 for me)...
Gpu lag? Where are you seeing that?Make sure you have "debug_keys" enabled, then press CTRL+F12 and you should be able to see it next to "FPSs"
Gpu lag? Where are you seeing that?Make sure you have "debug_keys" enabled, then press CTRL+F12 and you should be able to see it next to "FPSs"
Did you tried to go down in to the forest at ground level? There's where I get the highest gpu_lag...Gpu lag? Where are you seeing that?Make sure you have "debug_keys" enabled, then press CTRL+F12 and you should be able to see it next to "FPSs"
Hmmmmmmm... Just to add to the info, with trees maxed, highest lag I saw was 20. It mostly was in the 12 to 14 range.
Did you tried to go down in to the forest at ground level? There's where I get the highest gpu_lag...Gpu lag? Where are you seeing that?Make sure you have "debug_keys" enabled, then press CTRL+F12 and you should be able to see it next to "FPSs"
Hmmmmmmm... Just to add to the info, with trees maxed, highest lag I saw was 20. It mostly was in the 12 to 14 range.
Yup, that was with max trees racing over the ground in UFO mode.Then you obviously have a better GPU than me :D
Yup, that was with max trees racing over the ground in UFO mode.Then you obviously have a better GPU than me :D
Just a Nvidia 770Well, that's better than my old GTX 550 TI :D
Yup, that was with max trees racing over the ground in UFO mode.Then you obviously have a better GPU than me :D
Just a Nvidia 770
Alt+c : command console (not the same as "p" key)
Alt+c : command console (not the same as "p" key)
Does anyone know any console commands? Like spawning?
Acetone I re-posted this in the new Outerra forum at avsim, and the mods found it useful enough to make it a sticky! ;D
http://forum.avsim.net/topic/450211-list-of-outerra-debugmonitoring-tools/ (http://forum.avsim.net/topic/450211-list-of-outerra-debugmonitoring-tools/)
.bind w world
var o = w.create_instance("outerra/mig29/mig29", #(pos 10), #rot, false)
o.enter()
.bind <var> <interface> | Bind Javascript variable to an interface. |
.print <expr> | Print a JSON-formatted result of expression |
.load <script_path> | Load and execute script from given path. |
.runstable <stmt> | Run given statement each frame in which the terrain is fully refined. Used to capture videos without jitter and transient glitches etc. |
.stop | Stop invocation of .runstable |
.load scripts/video.js
.runstable video("my_video", 60)
I'll go ahead and throw in some info, even though it's all preliminary.Code: [Select].bind w world
var o = w.create_instance("outerra/mig29/mig29", #(pos 10), #rot, false)
o.enter()
Spawns object 10 meters before the camera and enters it.
When I try spawning a second mig, it crashes, even with new variables for world and create_instance. Also is there a way to make it spawn an object as a static model instead of a vehicle?Must be a bug in last build, because it works normally here.
You could query the world interface and call the equivalent methods,
var world = this.$query_interface("ot::js::world.get");
var vehicle = world.create_instance("outerra/ddg/ddg", pos, {x:0, y:0, z:0, w:1}, false);
lon = Math.atan2(p.y, p.x);
lat = Math.atan2(p.z, Math.sqrt(p.x*p.x + p.y*p.y);