On Tue, Jul 6, 2010 at 5:12 AM, Csaba Halász <csaba.hal...@gmail.com> wrote:
> On Tue, Jul 6, 2010 at 1:45 PM,  <fiers...@zonnet.nl> wrote:
>> Many modern computers are running multicore CPU's. I have noticed that
>> FGFS only uses one thread in one core. And FGFS appears to be processor
>> bound on my Core-I7, because the one core thread is 100% busy while my
>> FPS are dropping in areas with a lot of scenery details (like Paris, for
>> instance) and lots of rendering goodies switched on.
>
> I find it hard to believe that you have performance problems with a
> core i7, assuming you got a halfway decent graphics card to go with
> it.

Most of the _non-minimal rendering options use considerable CPU power
on any GPU that is routinely available in a mobile form factor.  If we
want to be able to support non-desktop users (as well as simplify
demonstrations at trade shows), we need to make sure that the main
thread (and in fact that whole core) are entirely dedicated to
rendering.

> FG itself isn't CPU limited, we barely use any processing power :) As
> such, parallelizing FG subsystems, while a good thing in theory and
> certainly for the future, wouldn't help much in your case.

The reason why FG itself doesn't use any CPU power is that, whenever
any of the subsystem developers tries to implement an underlying
simulation improvement that requires non-trivial amounts of CPU, there
is massive complaint from the eye candy side of the community.  This
appears as a tradeoff precisely because FG doesn't support
multithreading. If we had threading working safely, any simulation
subsystem could choose to run in its own thread and eat an entire core
as needed.

The single threaded limitation currently impacts the implementation of
real time weather, microcell airmass, AI operations, non-steam
instruments, as well as radio navigation realism.  That I'm aware of
... there are presumably others too.

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