On 11.05.2012 10:21, Renk Thorsten wrote: > The problem with that consequence is: As you switched all loops off, > the Nasal part of Advanced Weather ceased to run completely and all > that's left is the same cloud-generating functionality which is > responsible for Basic Weather (C++ and shader work). If killing all > Nasal did not solve the problems, then they can't be caused by Nasal, > and porting to C++ will not fix them.
Not quite true. A significant part of Nasal-related frame rate impact is caused by garbage collection. Its delay/jitter only depends on the number of Nasal objects and their references which need to be searched. Increasing the number of Nasal objects (code+data) existing in memory also increases the delay. The amount of Nasal code which is actually being executed only influences the g/c frequency, i.e. whether the effect is visible every few seconds vs several times per second. This is why we are loading large Nasal modules, like advanced weather, on demand only (= only when feature enabled). We're not unloading objects when disabling a feature though - this usually requires restarting fgfs. This should be remembered when comparing such features (i.e. restart fgfs after disabling advanced weather etc). cheers, Thorsten ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel