Hi,

Thanks to Jan Comans I've been able to sync the 3D clouds across three 
instances of fgfs running on a multi-core machine.  This, in turn, provides for 
some very respectable frame rates of 40 to 50 fps per core with a three 
projector system with older generation Nvidia boards ( GT430 and GT440 ) on a 
64bit I5 machine.  The visuals will be just awesome once the collimated display 
is completed later this year.

However, all is not perfect in simworld.  Since each CPU starts and runs 
independently there is a skew in sim time for each core and AI trsffic is just 
not usable with models "disappearing" into the screen edge and then showing up 
at the adjacent screen boundary a few seconds later.

One possible solution is to start with the sim clock "frozen" and once all 
instances have booted and initialized send out a control packet via the 
native-ctrls protocols and unfreeze the clocks. A better solution would be to 
use the fdm packets to start the clocks since that protocol is already being 
used to sync the fdm slaves to the master.  This network method will still have 
a bit of latency; probably the best solution is to have a freeze flag in a 
portion of shared memory accessed by all cores and then clear the freeze state 
once you are ready to run.  This has an additional advantage of be able to stop 
and start all instances with microsecond accuracy.

Just wondering if anyone has messed in this area and has some info/data on such 
things as to how much latency is tolerable before the AI models start "breaking 
up" across screen boundaries?  Is there clock drift due to variations in delta 
t's for each CPU/GPU set based on rendering times for each screen?  Any need to 
send out a local sim time standard to adjust for any drift and keep things in 
sync?

Any thoughts, comments, suggestions would be appreciated and will earn credits 
for sim time if you happen to be passing through the Colorado Springs area. ;-)

Cheers
Jack


 

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