Are there any short term targets that will show benefit?

Regards,

Matthew


-------- Original Message  --------
Subject: [Flightgear-devel] multi-threading / CPU usage
From: James Turner <[EMAIL PROTECTED]>
To: FlightGear developers discussions 
<flightgear-devel@lists.sourceforge.net>
Date: 03/10/08 09:51 AM

> On 3 Oct 2008, at 13:48, Matthew Tippett wrote:
> 
>> Speaking of which, another call out for multithreading...  The GPU
>> isn't the limiting factor in our tests, the CPU is.  Even mid-low end
>> systems have 2-4 cores these days, and with the multi-display demo we
>> are continually capped by one CPU.
> 
> I have a long, long, long term plan to improve multi-threading  
> support, by enforcing subsystems to *only* communicate via the  
> property tree, which has light-weight locks thanks to some work by  
> Mathias. With a dependency graph between subsystems (which I want to  
> add for other reasons any way) it would then become possible to run  
> any 'clean' subsystem on a pool of worker threads (maybe just one,  
> maybe more).
> 
> I'm sure there's some other locking that would be required for global  
> state (eg, the AIManger objects), and of course there's awkward cases  
> that will never be clean (especially instruments that touch the scene  
> graph) but it still seems a worthwhile goal. It'd be worth identifying  
> which subsystems are the big time sinks (FDM? AItraffic?) to  
> prioritise this.
> 
> Another thing that would work well is to proxy all nasal script  
> invocations to a Nasal helper thread - again this assumes scripts  
> basically interact with the sim via properties (which they already do)  
> and that any system functions they call are thread safe - not very  
> hard to do. As more and more functions get moved to nasal, this might  
> become a very easy way to balance the CPU usage.
> 
> James



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