Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Arnt Karlsen
On Sun, 21 Nov 2010 00:03:20 +0100, ThorstenB wrote in message 
aanlktikpx4+f=+esonhdyuzegluthey5tn1ywo8oj...@mail.gmail.com:

 If you refer to the fps _before_ the splash screen is dropped, then
 this is normal. So far, we were burning CPU time at 100fps while the
 splash screen was active. This is now explicitly limited to 2 fps to
 give more CPU time to the loader threads. This results in a
 considerable loading speed-up for single core CPUs. And rendering a
 splash screen at 100fps didn't really help too much anyway - except
 for the dramatic fps rate display.

..maybe either hide the fps display or use it to tell 
what's going on until the splash screen events are all 
done?  Either approach would keep us from turning away 
the 2 fps in a Flight Sim???  Forget it!!!-crowd.

..the splash screen events, _are_ actually the first few 
impressions new people get, e.g. reviewers doing reviews.

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread ThorstenB
On Sun, Nov 21, 2010 at 11:35 AM, Arnt Karlsen wrote:
 ..maybe either hide the fps display or use it to tell
 what's going on until the splash screen events are all
 done?

Right. Accidentally that's exactly what I looked into after
yesterday's discussion.

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread James Turner

On 21 Nov 2010, at 11:37, Heiko Schulz wrote:

 The problem isn't while the splash screen- it occurs for several seconds 
 after splash screen dissapeared- this will be the problem. 
 After that fps is stable, and really good ( I'm just flying above the alps, 
 visibility 71km, all shaders incl. contrails enabeld- stable fps of 31!).
 
 But maybe the first seconds will prevent us from new users?

This must be machine dependent for sure - I see no difference in FPS while the 
additional tiles load, compared to 'normal' FPS.

Probably depends on many factors, especially OS threading - and my machine is 
CPU-strong and GPU-weak, compared to many, I think.

We can of course make this a config option to keep the splash screen up - but 
to me the new behaviour is exactly what every other FlightSim has always done - 
and I've expected the some erratic frame-rates for the first 10-20 seconds 
after loading. It's more the compensated before, by being able to start setting 
cockpit switches, lights, powering up systems, while the scenery loads.

James

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread ThorstenB
On Sun, Nov 21, 2010 at 12:37 PM, Heiko Schulz wrote:
 The problem isn't while the splash screen- it occurs for several seconds 
 after splash screen dissapeared- this will be the problem.

Yes, that is understood. Still, at least showing 1-2fps in the splash
screen phase can be avoided, since this makes little sense and we
_explicitly_ limit fps there.
The problem with the scenery loader influencing the sim rate (being
after start-up or during run-time) is another issue - a more
fundamental one - and definitely not new. I also see an influence
here, but not so severe, though my machine is older (and still a
single core without hyper-threading...). And as James pointed out,
this will heavily depend on system performance (especially core count
and cache size). And, not sure, it may also depend on the OSG version.
And I think there is also an environment option to influence the
thread priority of the OSG loader - I'll see what can be done there.
And there are more performance issues. At FSweekend we even saw the
24-core-12GB-RAM-Xeon-server-beast had brief hick-ups whenever
crossing scenery areas (noticable moments with a freezing display 1
second). I think Torsten and Martin did some tests about this.

 After that fps is stable, and really good ( I'm just flying above the alps, 
 visibility 71km, all shaders incl. contrails enabeld- stable fps of 31!).
And that is welcome news... :)

cheers,
Thorsten

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Arnt Karlsen
On Sun, 21 Nov 2010 11:37:08 + (GMT), Heiko wrote in message 
749593.33206...@web29520.mail.ird.yahoo.com:
 
 But maybe the first seconds will prevent us from new users?

..only a few odd Wintendo game review writers on tight 
deadlines, I guess, so I suspect it is worth fixing, 
say with e.g. a fps display loading message.

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Lech Karol Pawłaszek
On 11/21/2010 02:59 AM, Heiko Schulz wrote:
 Hi,
 
 But I must admit- when the fps are stable, and tiles are loaded- perfomance 
 is so much better! Wow!
 With all shaders enabled!
 
 www.hoerbird.net/fgfs-screen-069.png
 www.hoerbird.net/fgfs-screen-070.png
 www.hoerbird.net/fgfs-screen-071.png

Hello.

Just for the record - it looks (on your screenshots) like the plane is
transparent from the inside. Just look at the first and the last
picture. You can see the ground through windows. Is it a (known) bug?

Kind regards,   

-- 
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You will never see me fall from grace [KoRn]

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-21 Thread Heiko Schulz
Hi,



 Hello.
 
 Just for the record - it looks (on your screenshots) like
 the plane is
 transparent from the inside. Just look at the first and the
 last
 picture. You can see the ground through windows. Is it a
 (known) bug?
 
 Kind regards,   

if you look closer you will see that it is the interior together with a 
landscape reflecting in the windows. Maybe the reflection on the windows is too 
strong, and the interior isn't shaded yet. 



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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
Hi,
 
 Getting the splash screen down faster on startup and
 re-position is a huge win here - excellent.
 
 James

But needs more time to get a stable and usuable fps...about 30seconds here with 
latest GIT from today.




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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread ThorstenB
On Sat, Nov 20, 2010 at 10:41 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
 But needs more time to get a stable and usuable fps...about 30seconds here 
 with latest GIT from today.

Right, the splash screen is down early now, while FG is still busy
loading more distant scenery areas. Loading in the background may
affect fps - however this is the same effect as experienced during a
flight whenever a scenery area is crossed - since this triggers the
same loading process in the background.

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
Hi,

 Right, the splash screen is down early now, while FG is
 still busy
 loading more distant scenery areas. Loading in the
 background may
 affect fps - however this is the same effect as experienced
 during a
 flight whenever a scenery area is crossed - since this
 triggers the
 same loading process in the background.

Not yet completly tested, but I notice the first 30 seconds of startup fps of 
1-2.
Imagine the same fps when loading new tiles would make FGFS pretty unusuable 
for me



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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread ThorstenB
On Sat, Nov 20, 2010 at 11:48 PM, Heiko Schulz wrote:

 Not yet completly tested, but I notice the first 30 seconds of startup fps of 
 1-2.
 Imagine the same fps when loading new tiles would make FGFS pretty unusuable 
 for me

If you refer to the fps _before_ the splash screen is dropped, then
this is normal. So far, we were burning CPU time at 100fps while the
splash screen was active. This is now explicitly limited to 2 fps to
give more CPU time to the loader threads. This results in a
considerable loading speed-up for single core CPUs. And rendering a
splash screen at 100fps didn't really help too much anyway - except
for the dramatic fps rate display.

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
Hi,
 
 If you refer to the fps _before_ the splash screen is
 dropped, then
 this is normal. 

I refer on the first 30 sec after the splash_screen is dropped, and aircraft 
and scenery etc. appears

HHS



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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-20 Thread Heiko Schulz
Hi,

But I must admit- when the fps are stable, and tiles are loaded- perfomance is 
so much better! Wow!
With all shaders enabled!

www.hoerbird.net/fgfs-screen-069.png
www.hoerbird.net/fgfs-screen-070.png
www.hoerbird.net/fgfs-screen-071.png



Thanks for this improvement!
Cheers
HHS





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[Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread ThorstenB
Another heads up: I've pushed an update for scenery tile management.
It's a follow-up to the recent patch fixing random empty scenery
patches, providing some more improvements:
* Priorities for tile loading. Tiles are now loaded in innermost to
outermost order. Means a better optical effect when switching view
position or moving to a new scenery area. No more temporary scenery
gaps/holes caused by a random loading order.
* Increasing visibility (weather change) may now cause additional
tiles to be loaded. So far, the view position had to be switched or
the plane needed to move to a new area before an increased visibility
could take full effect.
* Start-up/relocation no longer waits for all tiles to be loaded. The
splash screen is already dropped now once the innermost scenery is
available. This helps reducing start-up delays when using high
visibility levels at start-up(/reposition).
* And connected to the latter: The visibility level given on the
command-line is immediately effective now. So far, this also required
switching view position/moving to another area first. Thanks to
kantooon for this patch.
* And last but not least: AI planes/groundcache/... no longer (ab)use
the tile manager interface by temporarily switching the view position.
The tile manager is now aware of all tile requests at the same time
- which makes the new loading priorities really work.

All new bugs are mine, so let me know if you noticed anything was broken now.
Some improvements mainly show when using higher visibilities. But
remember: RAM requirements haven't changed with this update. The
visibility (distance) still has a massive impact on the number of
loaded scenery tiles and RAM required (quadratic, of course...). And
yes, this is another area for future improvement...

cheers,
Thorsten

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread Roland Haeder
Hi,

 All new bugs are mine, so let me know if you noticed anything was 
 broken now. Some improvements mainly show when using higher 
 visibilities. But remember: RAM requirements haven't changed with 
 this update. The visibility (distance) still has a massive impact on 
 the number of loaded scenery tiles and RAM required (quadratic, of 
 course...). And yes, this is another area for future improvement...
 
I have  15 FPS here with a GeForce 9500 GT (MSI) and a quad-core. How
can I change that draw distance? It is really far. :(

Sorry for beginner questions.

Roland

 cheers,
 Thorsten
 
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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread ThorstenB
From: Roland Haeder r.hae...@gmx.de
 I have  15 FPS here with a GeForce 9500 GT (MSI) and a quad-core. How
 can I change that draw distance? It is really far. :(

The visibility shouldn't have changed with this update - except that
the visibility selected at start-up is immediately effective now.

You can set a fixed visibility (say 10miles) by adding
--disable-real-weather-fetch --visibility-miles=10
to the command-line.

Otherwise, use Environment, Global Weather from the menu and
configure the weather/visibility manually.

cheers,
Thorsten

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread Frederic Bouvier
  I have  15 FPS here with a GeForce 9500 GT (MSI) and a quad-core.
 How
  can I change that draw distance? It is really far. :(
 
 The visibility shouldn't have changed with this update - except that
 the visibility selected at start-up is immediately effective now.
 
 You can set a fixed visibility (say 10miles) by adding
 --disable-real-weather-fetch --visibility-miles=10
 to the command-line.
 
 Otherwise, use Environment, Global Weather from the menu and
 configure the weather/visibility manually.

or the z/Z keys

Regards,
-Fred

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Re: [Flightgear-devel] Scenery tile management heads up...

2010-11-19 Thread James Turner

On 19 Nov 2010, at 14:29, ThorstenB wrote:

 All new bugs are mine, so let me know if you noticed anything was broken now.
 Some improvements mainly show when using higher visibilities. But
 remember: RAM requirements haven't changed with this update. The
 visibility (distance) still has a massive impact on the number of
 loaded scenery tiles and RAM required (quadratic, of course...). And
 yes, this is another area for future improvement...

Getting the splash screen down faster on startup and re-position is a huge win 
here - excellent.

James


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