Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-17 Thread Geoff Reidy
Curtis L. Olson wrote:

Geoff Reidy writes:


The major problem I have with fgfs is that I seem to hit a race
condition where all graphics and sound stop for extended periods of time
(up to about 30 secs), long enough for autopilot (or me!) to lose
control and the plane will always crash.
During this time there is no disk access happening or lack of memory,
fgfs still uses 99% CPU.
Doesn't make any difference whether I use the Mesa files or not. Tried
compiling with/without random-objects and threading.
Tried running with textures disabled, 16 or 24 bit.

It happens after covering a certain amount of terrain. It doesn't matter
if I'm flying the A4 or a Cessna I will go down about 1000km north of
Sydney, give or take a couple of hundred.
Over other parts of the world I usually get further but it always gets
me in the end. The program itself never crashes.

It's been happening since before version 8.0 came out but noone else
seems to have the problem? I had put it down to some gcc3.2 weirdness
but others are using it now.

I can sometimes precipitate it by switching to tower view, will get a
white screen, elevation goes to 4 ft or so, sound stops, oh-oh.



This most likely relates to freeing tile memory (i.e. moving old tiles
out of the cache and reclaiming their memory.)  This was never a fast
process and could result in frame rate glitches.  When David added
random ground cover objects, the problem got *really* bad because the
scene graph structure of a tile got a lot larger.  David and I worked
really hard to optimize that, and I further worked on a partial tile
free-er so we could spread the load out over multiple frames.  This
should have been all fixed by version 0.8.0 so that you should see
very little frame rate impact when you cross a tile boundary.  What
version of flightgear are you running?

Regards,

Curt.


I last did a cvs update and rebuild of plib, simgear and fgfs on 4th 
October.

Regards,
Geoff


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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-16 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 Geoff Reidy writes:
  The major problem I have with fgfs is that I seem to hit a race
  condition where all graphics and sound stop for extended periods of time
  (up to about 30 secs), long enough for autopilot (or me!) to lose
  control and the plane will always crash.
  During this time there is no disk access happening or lack of memory,
  fgfs still uses 99% CPU.
  Doesn't make any difference whether I use the Mesa files or not. Tried
  compiling with/without random-objects and threading.
  Tried running with textures disabled, 16 or 24 bit.
  
  It happens after covering a certain amount of terrain. It doesn't matter
  if I'm flying the A4 or a Cessna I will go down about 1000km north of
  Sydney, give or take a couple of hundred.
  Over other parts of the world I usually get further but it always gets
  me in the end. The program itself never crashes.
  
  It's been happening since before version 8.0 came out but noone else
  seems to have the problem? I had put it down to some gcc3.2 weirdness
  but others are using it now.
  
  I can sometimes precipitate it by switching to tower view, will get a
  white screen, elevation goes to 4 ft or so, sound stops, oh-oh.
 
 This most likely relates to freeing tile memory (i.e. moving old tiles
 out of the cache and reclaiming their memory.)  This was never a fast
 process and could result in frame rate glitches.  When David added
 random ground cover objects, the problem got *really* bad because the
 scene graph structure of a tile got a lot larger.  David and I worked
 really hard to optimize that, and I further worked on a partial tile
 free-er so we could spread the load out over multiple frames.  This
 should have been all fixed by version 0.8.0 so that you should see
 very little frame rate impact when you cross a tile boundary.  What
 version of flightgear are you running?
 

This discription sounds like a problem that I think I've seen,  but haven't
tracked down.  It seemed as though the tile cache is getting clogged up with
unusable entries (this was 2 or 3 months ago btw).  IIRC I traced this through
to plib to make sure everything was being deleted, but still couldn't verify
this was happening.

Of course with time, all the tiles for the tower view will be released, and 
they will require reloading, if tower view is not used.  Normally the tiles
under the FDM location will be kept current by the code that queries for
ground elevation (see end of Main Loop) when the FDM location is not the
current view (as in tower view).  I don't have time to look right now, but I
assume that the code still updates the timestamp for tiles whenever the
tilemgr.update() is run as it was a couple months ago.

In any case if the capacity of the tile cache is dimminished somehow, maybe
with the timestamps getting screwed up, or all the tiles including the one
under the FDM location end up with the same timestamp (or the timestamp isn't
kept current--so it gets old--by the tilemgr update as mentioned in the
previous paragraph), then the tile under the FDM location may get removed when
switching to tower view by the reloading that is going on.  This would explain
the whacky elevation figure.

Best,

Jim

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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-15 Thread Curtis L. Olson

Dave,

On a Geforce3 something, something and a GeForce4 Ti4200 I have
observed that FSAA works fine, except when I try to exit FlightGear,
my entire machine locks up.  On GeForce2, you can't FSAA at
resolutions over 800x600 I believe ... and I'll take 1600x1200
over 800x600 FSAA any day ...

The Geforce3/4 behavior certainly seems like a driver bug ...

Regards,

Curt.


Dave Perry writes:
 I posted the following note to the Nvidia linux forum.  The issue seems 
 to be an interaction between fgfs and the Nvidia driver.
 
 
 NVIDIA linux foum post:
 
 I am a FlightGear enthusiast. Over the past year I have run various 
 kernels with all the released nvidia linux drivers and various versions 
 of FlightGear. My experience separates into two categories:
 1. No FSAA affect no matter what value for __GL_FSAA_MODE is exported. 
 In this case, Flight Gear runs with no system lock ups.
 2. FSAA affect follows the value of __GL_FSAA_MODE while running 
 FlightGear for some versions but not others. But the system ocasionally 
 locks up when changing active windows or active resolutions.
 
 On page 52 of the Nvida Release 25 Notes, the second note indicates that 
 When FSAA is enabled ... the rendering may be corrupted when resizing 
 the window. This is not a minor inconvenience, for it appears to be the 
 cause of complete system lock ups that force hard resets.
 
 I can run FlightGear from my Windows XP partition (compiled under 
 Cygwin) at all resolutions and all FSAA settings. So why can't Nvidia 
 get this stability in their Linux drivers.
 
 My system is an Athlon XP 1800+ with an Asus A7M266 mother board, 512MB 
 of PC2100 memory and 3 Seagate Baracuda IV (80GB each). My GF3 is an 
 Asus V8200 Deluxe. My Linux is a RH7.3 with recent up2date, but I am 
 running a 2.4.19 kernel compiled from tarball. This kernel has the patch 
 for the speculative cache conflict also mentioned in the Nvidia docs. 
 The behavior described is similar for either the 1.0-3123 or the 
 1.0-2960 drivers. I always install Nvidia drivers from the source RPMS 
 using the --rebuild switch so that they for sure match the current 
 kernel headers, etc.
 
 What is wierd is that FlightGear 8.0 (recent stable release) runs with 
 no FSAA no matter what value I export for __GL_FSAA_MODE and therfore 
 runs w/o crash. However, the CVS version 0.9.0 runs with FSAA ok with 
 depth 16 and 1600x1200 or 1280x1024. With depth 24, there is no FSAA at 
 1600x1200 (thus stable runs), but there is FSAA at 1280x1024 resolution. 
 In order to switch from the default 800x600 startup window to a 
 1600x1200 window, I first must cycle the resolutions (ctrl-alt-+) and 
 then resize the window. When I use the normal exit option from fgfs, 
 occaionally the system hard locks when i click on the yes box.
 
 With depth 16, and any resolution, (1600x1200, or 1280x1024), I must 
 disable the splash screen, or the system locks up 100% of the time when 
 running FlightGear with FSAA enabled.
 
 This is clearly an Nvidia driver bug! Are others having similar issues 
 with complex applications?
 - Frustrated Dave
 
 
 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-15 Thread Norman Vine

Curtis L. Olson

 Geoff Reidy writes:
  The major problem I have with fgfs is that I seem to hit a race
  condition where all graphics and sound stop for extended periods of time
  (up to about 30 secs),

 This most likely relates to freeing tile memory (i.e. moving old tiles
 out of the cache and reclaiming their memory.)  This was never a fast
 process and could result in frame rate glitches.  When David added
 random ground cover objects, the problem got *really* bad because the
 scene graph structure of a tile got a lot larger.  David and I worked
 really hard to optimize that, and I further worked on a partial tile
 free-er so we could spread the load out over multiple frames.  This
 should have been all fixed by version 0.8.0 so that you should see
 very little frame rate impact when you cross a tile boundary.  What
 version of flightgear are you running?

The same thing happens for me with both Cygwin gcc 2.95.2
and MingW gcc 3.2 both using Doug Lea's malloc routines which
I believe is what most Linux distributions use

CVS version of Cygwin

Implemeting the thread support seems to make this even worse
but this is a totally unscientific observation

FWIW
This is bad enough so that any flight covering more then 1000km or
so is futile for me as once the condition starts it reoccurs quite
frequently

Norman



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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-15 Thread Curtis L. Olson

Norman Vine writes:
 The same thing happens for me with both Cygwin gcc 2.95.2
 and MingW gcc 3.2 both using Doug Lea's malloc routines which
 I believe is what most Linux distributions use
 
 CVS version of Cygwin
 
 Implemeting the thread support seems to make this even worse
 but this is a totally unscientific observation
 
 FWIW
 This is bad enough so that any flight covering more then 1000km or
 so is futile for me as once the condition starts it reoccurs quite
 frequently

Norman,

It might be worth verifying that my partial tile free-er routine is
actually running.  If it's not running or is being bypassed some how,
then the condition you are reporting is very understandable.  If it is
being run, then it's not doing it's job correctly and should be looked
into.  You can also tune how much of the tile is deleted per frame.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-15 Thread Norman Vine

Curtis L. Olson writes:

 Norman Vine writes:
  The same thing happens for me with both Cygwin gcc 2.95.2
  and MingW gcc 3.2 both using Doug Lea's malloc routines which
  I believe is what most Linux distributions use
  
 It might be worth verifying that my partial tile free-er routine is
 actually running.  If it's not running or is being bypassed some how,
 then the condition you are reporting is very understandable.  If it is
 being run, then it's not doing it's job correctly and should be looked
 into.  You can also tune how much of the tile is deleted per frame.

I have twiddled the amount freed each time before but I see the code
has changed a little since the last time I tried this.

FWIW - I ended up assuming that my poor little 256 meg machine
just wasn't big enough to run FGFS anymore under Windows as it 
appears to be memory related disk thrashing that is killing me.

Norman



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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-14 Thread Geoff Reidy

David Findlay wrote:

 How do you enable FSAA on Linux with FGFS? Thanks,
 
 David
 

For NVidia cards you set the environment variable __GL_FSAA_ e.g.

export __GL_FSAA_=4
fgfs

will give 2x2 on a Geforce 2. All the options are listed at 
http://download.nvidia.com/XFree86_40/1.0-2960/README.txt
see APPENDIX E.

Works with pretty much any OpenGL app.

Geoff


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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-14 Thread Wolfram Kuss

Geoff wrote:

I was getting lockups in some games and fgfs before making my memory
timings a bit more conservative, though it had passed memtest86
previously. Haven't had a lockup for weeks now.

Interesting. You are speaking about the timings of the main memory,
correct? Did the problems you had beforehand only occur with FSAA on
or regardless of FSAA?

Bye bye,
Wolfram.



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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-14 Thread Geoff Reidy

Wolfram Kuss wrote:
 Geoff wrote:
 
 
I was getting lockups in some games and fgfs before making my memory
timings a bit more conservative, though it had passed memtest86
previously. Haven't had a lockup for weeks now.
 
 
 Interesting. You are speaking about the timings of the main memory,
 correct? Did the problems you had beforehand only occur with FSAA on
 or regardless of FSAA?
 
 Bye bye,
 Wolfram.
 


I had selected turbo in the bios as I have good quality ram.
Lockups were not related to fsaa. Symptoms were pretty strange - fgfs 
would trigger it randomly, povray would do it on one particular scene. A 
couple of other programs would also cause it.
Lockups were hard and neccesitated a reboot with the reset button.
I thought it might have been the Athlon agp bug but upgrading the kernel 
didn't help. Then I tried disabling the turbo option.
I guess to be scientific I should turn it back on to check...

Geoff


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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-12 Thread Geoff Reidy
Dave Perry wrote:

 
  My system is an Athlon XP 1800+ with an Asus A7M266 mother board, 512MB
  of PC2100 memory and 3 Seagate Baracuda IV (80GB each). My GF3 is an
  Asus V8200 Deluxe. My Linux is a RH7.3 with recent up2date, but I am
  running a 2.4.19 kernel compiled from tarball. This kernel has the patch
  for the speculative cache conflict also mentioned in the Nvidia docs.
  The behavior described is similar for either the 1.0-3123 or the
  1.0-2960 drivers. I always install Nvidia drivers from the source RPMS
  using the --rebuild switch so that they for sure match the current
  kernel headers, etc.
 
  What is wierd is that FlightGear 8.0 (recent stable release) runs with
  no FSAA no matter what value I export for __GL_FSAA_MODE and therfore
  runs w/o crash. However, the CVS version 0.9.0 runs with FSAA ok with
  depth 16 and 1600x1200 or 1280x1024. With depth 24, there is no FSAA at
  1600x1200 (thus stable runs), but there is FSAA at 1280x1024 resolution.
  In order to switch from the default 800x600 startup window to a
  1600x1200 window, I first must cycle the resolutions (ctrl-alt-+) and
  then resize the window. When I use the normal exit option from fgfs,
  occaionally the system hard locks when i click on the yes box.
 
  With depth 16, and any resolution, (1600x1200, or 1280x1024), I must
  disable the splash screen, or the system locks up 100% of the time when
  running FlightGear with FSAA enabled.
 
  This is clearly an Nvidia driver bug! Are others having similar issues
  with complex applications?
  - Frustrated Dave
 

Here fsaa works fine in 16bbp at 1280x960 or 24bpp at 800x600. Higher 
res at 24bpp and fsaa doesn't enable. I think this is the drivers way of 
telling me I don't have enough video memory. If I start at 800x600 and 
resize the window I'm down to about 1 frame/sec fsaa or not.

Running the same kernel 2.4.19 on Mandrake 8.2. XP2000 on ASUS A7V333 
and GF2 32MB.
Latest NV drivers built from source RPMs. All compiled with gcc3.2.
FSAA works with most of my openGL stuff including quake3.

I was getting lockups in some games and fgfs before making my memory
timings a bit more conservative, though it had passed memtest86
previously. Haven't had a lockup for weeks now.

One weird thing I have have noticed, and I'd be interested if you see
the same thing:
When you install the drivers it renames some Mesa files, e.g.
/usr/X11R6/lib/libGL.so.1.3.403  becomes
/usr/X11R6/lib/xxx.libGL.so.1.3.403.RPMSAVE

1) If I compile and run at this point I see fgfs using about 75% CPU and
X using the rest.
2) If I reinstate the Mesa files, recompile and run fgfs gets 99% of the
CPU and I get significantly better framerates.

ldd (for case 2) shows that it's using /usr/X11R6/lib/libGLU.so.1.3.403
which is from Mesa and is not renamed by nvidia, and
/usr/lib/libGLcore.so.1.0.3123 which belongs to nvidia, and
/usr/X11R6/lib/libGLwrapper.so.0.1.6 which belongs to XFree.
  From memory I think ldd showed the same files for case 1, it only
matters which files are there at compile time.


The major problem I have with fgfs is that I seem to hit a race
condition where all graphics and sound stop for extended periods of time
(up to about 30 secs), long enough for autopilot (or me!) to lose
control and the plane will always crash.
During this time there is no disk access happening or lack of memory,
fgfs still uses 99% CPU.
Doesn't make any difference whether I use the Mesa files or not. Tried
compiling with/without random-objects and threading.
Tried running with textures disabled, 16 or 24 bit.

It happens after covering a certain amount of terrain. It doesn't matter
if I'm flying the A4 or a Cessna I will go down about 1000km north of
Sydney, give or take a couple of hundred.
Over other parts of the world I usually get further but it always gets
me in the end. The program itself never crashes.

It's been happening since before version 8.0 came out but noone else
seems to have the problem? I had put it down to some gcc3.2 weirdness
but others are using it now.

I can sometimes precipitate it by switching to tower view, will get a
white screen, elevation goes to 4 ft or so, sound stops, oh-oh.

Geoff




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