Lots of variables. It sounds like you're using up-to-date scenery, so there
could have been a change there. New code has also been checked in that deals
with paging in the scenery, though I doubt that's causing the problems you
are seeing.
Can you check out of git the source code from a week ago, compile it, run
it, and see if you still see the same performance difference?
FPS is not a good performance metric. If you have vsync turned on in your
driver, a very tiny change in the time of an operation can make a big fps
difference. Also, everyone has different hardware... It's more useful to
look at the OSG statistics (choose "Cycle On-Screen Statistics" twice) and
report the times reported for each traversal. Or include a screenshot of
them.
Did you update anything else, like OSG?
Tim
On Sat, Nov 20, 2010 at 11:33 AM, <fiers...@zonnet.nl> wrote:
> Hi All
>
> I rebuilt from GIT this morning. I am sitting on the runway at a quiet
> airport, doing absolutely nothing. No AI traffic, no other multiplayers
> around. Global weather. I have no other applications running, except
> fgrun. And I am waiting until terrasync has updated all it wants to
> update and the log window is showing no more activity. I have done two
> tests, directly after eachother. Same conditions, same METAR.
>
>
> Compared to a version of one week ago, there seems to be a different
> pattern in CPU usage.
>
> The older GIT version had one thread 75% busy and two more threads of
> about 30% busy and a frame rate of a little over 40 FPS.
> In the version of today, I have one thread 85% busy and one other thread
> about 20% busy and the frame rate is about 20 FPS.
>
> When I take off and during flight, I have one thread 100% busy all the
> time, where in the previous versions there were only brief moments that
> one of the threads was running at 100%.
>
> I know there has been done some work on caching and loading of 3D
> elements... perhaps it is related...
>
> Has anyone else noticed a difference?
>
> m
>
>
>
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