Happy new year!

Vivian,

On Friday, December 30, 2011 10:48:40 Vivian Meazza wrote:
> The hangs are caused by mipmap generation on the fly by OSG?
The hangs are caused by mipmap generation by the driver which happens on forst 
use of a texture.

> The old texture files are static and I would expect them to work into the
> future, but the new dds textures will leave them further behind as work
> progresses. The only problem in htat is that some users will lose out on
> some eyecandy - it will not affect the basic operation of the sim.
Which is in this case sad I think.
If it's easy to fit both needs I think we should.

> > You do not experience any hangs?
> 
> None that I have seen so far
Ok. I have also seen one of the machines at the flightgear booth at the 
fsweekend which did not show any problems. But Thorstens huge machine really 
hangs in an unaccaptable way. I would really never tolerate this as a user ...

> > What is the motivation for you to use dds files?
> 
> It's a better way of storing cubemaps for reflections or other layered
> images. The built in mipmap OSG algorithm is a bit slow - using dds works
> around this (for some systems)
Ok, granted. Use it for that.

> > What do you gain by not using the usual image files?
> 
> Dds textures remain in video memory, so we get improved performance when
> switching textures. We expect that at least some people will see smoother
> performance when loading scenery textures. I haven't been able to measure
> any gain, but there are some have reported that they see a subjective
> improvement.
No, this really should not be a difference. Probably this is what I refer to as 
these hangs.
But the reason is not that dds is in video memory and other textures are not. 
These *are really all* in video memory. There is no difference between dds and 
png. The driver decides where to put which buffer objects so that it is 
accessible to the gpu. And depending on the memory pressure on GPU's memory of 
the whole system driver the driver might page something out or not. So, once 
you really reach these huge GPU boards memory limits you might see that using 
compression you start paging less. But our working set is way below.

The real reason appears to me like being the initial mipmap computation when 
allocating a texture in the driver. And an other post of Erik in this thread 
tells me that we should try to provide a mipmapping method that already runs 
in the database loader thread so that on initial allocation in the driver the 
mipmaps are already present.

Also according Eriks comment, compression on the fly on the upload path in the 
driver seems to work without delay. So, for drivers that announce the 
compresin extension we can still tell the driver to store the textures 
compressed on the gpu to minimize gpu memory paging.

So, still, since it is technically incorrect to provide these s3 patent 
precompressed textures to a driver that does not announce the apropriate 
extension and since we are not allowed to code something that deompresses 
this, I think we should avoid using this compression for all the provided 
models/textures.

I think of a warning that is issued from the image loader in flightgear that 
detects when these precompressed textures are seen. So even people using 
drivers that just offer this extension have a chance to see that the provided 
textures will not work for others.

> > The motivation behind this mentioned change is to sort out the best
> > compromise
> > so that the hangs hopefully disappear - which I hope to get with
> > precomputed
> > mipmaps - and being able to display fine with any driver/gpu.
> 
> Seems to work here - I have tried
> 
> --prop:sim/rendering/texture-compression="dxt5"
> 
> I hope that is the right syntax - no warning from fg anyway. I don't see any
> problems with running the F16 using that. I might be entirely wrong of
> course.
Yes, that is thought like that.
But since you do not see the hangs in any configuration you can just sit down 
and watch us testing :)

Thanks anyway!

Mathias

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