Re: [Flightgear-devel] OSG caching (was: Texture cache)
On Sun, Apr 3, 2011 at 11:39 PM, Tim Moore timoor...@gmail.com wrote: On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB bre...@gmail.com wrote: I've also been using CACHE_ALL since then - not seeing any problems. But I haven't checked memory consumption. So, what's the status about the OSG caching options, should we enable these? Tim? There are two issues I can think of. One is that animations might not work correctly with caching enabled, but I think the copying we do elsewhere should take care of that. The other is that memory usage will be higher with caching enabled. You can say THAT again! I wonder if OSG people know that they should also throw out stuff from cache, not just put things in! I have been bold enough to use the CACHE_ALL for today's TGA multiplayer event ... at the end of the 6th hour or so, FG's memory usage reached 7.5GB, with the extensive swapping negating any eventual advantage of the caching. So, I certainly do not recommend setting this option on by default, until the behavior is fixed (such as by introducing a memory limit). -- Cheers, Csaba/Jester -- Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OSG caching (was: Texture cache)
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. After 30 minutes more of testing: It also works in practice. I have seen no averse side effects, and the performance drop from loading new clouds is now almost completely gone - the framerate drops I still see are mainly associated with terrain sampling. The actual rendering performance is, as far as I can see, not changed, i.e. once everything is there, it is there. But all in all this makes things way smoother. It should be most pronounced on single CPU machines. I've also been using CACHE_ALL since then - not seeing any problems. But I haven't checked memory consumption. So, what's the status about the OSG caching options, should we enable these? Tim? cheers, Thorsten -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG caching (was: Texture cache)
I've also been using CACHE_ALL since then - not seeing any problems. But I haven't checked memory consumption. So, what's the status about the OSG caching options, should we enable these? Tim? Me, too. I had a few coredumps with the 4-nvidia-cards, 8 monitors (multithreading=automatic) setup since I had that enabled. I was not able to backtrace and blame it to the CACHING-Option, however. So this might just be a random correlation. How about checking a /sim/rendering/cache property at startup? Torsten -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG caching (was: Texture cache)
On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB bre...@gmail.com wrote: Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. After 30 minutes more of testing: It also works in practice. I have seen no averse side effects, and the performance drop from loading new clouds is now almost completely gone - the framerate drops I still see are mainly associated with terrain sampling. The actual rendering performance is, as far as I can see, not changed, i.e. once everything is there, it is there. But all in all this makes things way smoother. It should be most pronounced on single CPU machines. I've also been using CACHE_ALL since then - not seeing any problems. But I haven't checked memory consumption. So, what's the status about the OSG caching options, should we enable these? Tim? There are two issues I can think of. One is that animations might not work correctly with caching enabled, but I think the copying we do elsewhere should take care of that. The other is that memory usage will be higher with caching enabled. Tim cheers, Thorsten -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel