[Flightgear-devel] Multithreading pattern and frame rate

2010-11-20 Thread fierst42
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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Re: [Flightgear-devel] Multithreading pattern and frame rate

2010-11-20 Thread Tim Moore
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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[Flightgear-devel] Further properties heads-up - property objects.

2010-11-20 Thread James Turner
Moving us along the road to supporting better thread- and process- separation 
of the simulator elements, I've added a first attempt at at 'propertyObject'. 
This is a template wrapper for SGPropertyNode*, with conversion operators 
to/from the related primitive type.

I.e:

simgear::PropertyObjectint frameRate(/sim/rendering/fps);

int theFrameRate = frameRate; // maps to getIntValue
frameRate = 1234; // maps to setIntValue

if (frameRate == 789) {
...
}

and so on. (The std::string variant tries to convert nicely to char* 
too, where possible)

To the extent possible by C++, once you've declared a property object, you 
should be able to treat it exactly like a plain int/double/bool/string, but of 
course the actual storage is the property. (if you find areas where this falls 
down, of course let me know, or fix them)

The goal of the PropertyObject is that it's hard to use inefficiently - it 
lazily does the the property lookup, but caches the result. 

It has another interesting feature, suggested by ThorstenB - if you try to read 
an invalid path, it doesn't silently succeed - it throws an exception! This is 
to avoid lurking typos in property paths, which has been an issue. (I will be 
adding a 'weak' variant, that takes a default value, for the cases where people 
want to read a property that might not exist)

Suggestions are most welcome - for example there's no read-only version at the 
moment, but there could be. 

Apart from being a nicely short syntax, there is another goal - tied properties 
are a menace, for thread-safety, for un-tie-ing cleanly on subsystem shutdown, 
and for not firing change listeners. My hope here is to create something that 
has semantics that work in a multi-threaed or multi-process world - but which 
is as painless to use in code as a tied value. I think I've succeeded, but time 
will tell.

(One other thing I will be adding, probably to SGPropertyNode itself, is a 
nicer listener syntax, since I'm aware of various pieces of code that use tied 
setters as a value-changed notification - SGPropertyChangeListener is a rather 
cumbersome solution for this)

I'm not going to start converting tied properties to use propertyObjects next 
week, or next month, but certainly next year. The hope is that by that time, 
this code is mature, efficient and so on - so please try it, use it and fix it!

Regards,
James

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Re: [Flightgear-devel] Multithreading pattern and frame rate

2010-11-20 Thread ThorstenB
From: fiers...@zo... - 2010-11-20 10:33
 I have done two  tests, directly after eachother. Same conditions, same METAR.

One thing to note here is that, prior to yesterday's update, the size
of the scenery area loaded/rendered at start-up did _not_ depend on
the visibility (weather/METAR), neither on any visibility configured
manually (command-line etc). FG would always load the same number of
tiles at start-up - no matter what the weather/configuration was. This
was a bug, since the tile manager didn't bother about visibility
changes - and METAR/manually configured visibility was only set
_after_ the initial scenery was already scheduled.
This has changed yesterday: now, once visibility increases
considerably (METAR is received, weather configured) this, as
expected, causes an immediate update and loading of all required
scenery.

So, even if you have configured the same conditions/METAR, this may
not be a fair comparison. It's possible that METAR specifies 10nm
visibility, but an older FG build would still render only 5nm at
start-up (meaning only a quarter of the actually required scenery
tiles). With older FG builds, you should wait for METAR to be
received, then fly (or reposition) your plane several miles away from
the initial location. This location change triggers the scenery
scheduler which only then takes the correct visibility into account.
I doubt though that this could cause such a severe drop of framerate.
And which plane are you using for this comparison?

cheers,
Thorsten

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Re: [Flightgear-devel] Further properties heads-up - property objects.

2010-11-20 Thread Jon S. Berndt
 It has another interesting feature, suggested by ThorstenB - if you try
 to read an invalid path, it doesn't silently succeed - it throws an
 exception! This is to avoid lurking typos in property paths, which has
 been an issue. (I will be adding a 'weak' variant, that takes a default
 value, for the cases where people want to read a property that might
 not exist)

 ...
 
 I'm not going to start converting tied properties to use
 propertyObjects next week, or next month, but certainly next year. The
 hope is that by that time, this code is mature, efficient and so on -
 so please try it, use it and fix it!
 
 Regards,
 James

This concerns me a bit. JSBSim grabs a copy of the relevant simgear code to
support properties once every couple of years. When JSBSim is built within
FlightGear, we of course just use what's there in the FlightGear tree. But,
when JSBSim is incorporated into other products, they use what we have in
our codebase.  I'm concerned that at some point the property system will
evolve to the point where serious conflicts arise, and backwards
compatibility is broken. We (JSBSim) depend on the property system.

I'm wondering if the property code should just be left well enough alone...

Jon



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Re: [Flightgear-devel] Further properties heads-up - property objects.

2010-11-20 Thread James Turner

On 20 Nov 2010, at 14:53, Jon S. Berndt wrote:

 I'm wondering if the property code should just be left well enough alone...

There's two answers to this:

1) it's not really tenable to have pieces of the API frozen in perpetuity - 
whether next year or in ten years, things evolve. [1]  Either JSBSim needs to 
be prepared to stay in sync (eg, update from the Simgear code monthly or 
quarterly), or you need to decide that you want your own code, and fork it 
'properly' - at which point we'd make a bridge in the FG side between JSBSim 
properties and SimGear ones - which is fine. My guess is the latter is going to 
work better for you, though it's more effort upfront.

However, all that being said:

2) I'm only proposing one non-backwards compatible change - the removal of 
tie/untie, and probably not in the next twelve months - certainly not the next 
six. I just checked and the JSBSim code makes extremely limited use of tie(), 
in a couple of source tiles total. If you'd rather not use the new property 
features, that's fine - it'll just mean more boilerplate code to use the 
existing APIs when tie() does finally cease to exist.

(And you can carry on shipping a version of props.hxx/.cxx with 
JSBSim-standalone, that *does* include tie(), to avoid breaking existing users 
who might have tie in their code)

As far as I'm concerned, all of 2) is my problem - if I remove tie(), then I 
have to fix all the previous users, including JSBSim. You don't need to do 
anything, and I don't expect any JSBSim breakage. I think you *ought* to do 
something about 1), since you're following a pattern that is going to cause 
pain for someone, sooner or later, but that's just my opinion - it's your code!

Regards,
James

[1] - especially, since the property code was designed, multi-core machines 
have become rather common!

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Re: [Flightgear-devel] Further properties heads-up - property objects.

2010-11-20 Thread James Turner

On 20 Nov 2010, at 18:00, James Turner wrote:

 2) I'm only proposing one non-backwards compatible change - the removal of 
 tie/untie, and probably not in the next twelve months - certainly not the 
 next six. I just checked and the JSBSim code makes extremely limited use of 
 tie(), in a couple of source tiles total. If you'd rather not use the new 
 property features, that's fine - it'll just mean more boilerplate code to use 
 the existing APIs when tie() does finally cease to exist.
 
 (And you can carry on shipping a version of props.hxx/.cxx with 
 JSBSim-standalone, that *does* include tie(), to avoid breaking existing 
 users who might have tie in their code)

Anders point out my checking was flawed - since tie() gets renamed to Tie() - 
doh. Since I assume changing every JSBSIm use of Tie() is a non-starter, we'll 
have to devise something special on the FG side, to keep tie() 'apparently' 
working for JSBSim - not ideal, but probably doable. Anyway, something for the 
future!

Regards,
James


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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 and further property heads up...

2010-11-20 Thread Scott Hamilton


   If I may, I'd like to temporarily put a product managers hat on.

   Two useful, but rather significant changes have occurred recently in
the code-base and we are nearing the end of November, a traditional time
for a product release.

   These two code changes seem like they are forward thinking, intended
for increasing performance in the future, so since we haven't had a
product release for almost twelve months, should there be some thought
about a branch for a code freeze to make a stable code release as 2.1? 

   From memory it was a few months ago that there was some talk of a
release before 25th December, but that talk has died down, and that date
is not very far away now, is there any planning underway to make a
stable 2.1 release?


   cheers
  S.


On Sat, 2010-11-20 at 21:41 +, Heiko Schulz wrote:
 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] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Heiko Schulz
Hi,


 
    These two code changes seem like they are
 forward thinking, intended
 for increasing performance in the future, so since we
 haven't had a
 product release for almost twelve months, should there be
 some thought
 about a branch for a code freeze to make a stable code
 release as 2.1? 
 
    From memory it was a few months ago that
 there was some talk of a
 release before 25th December, but that talk has died down,
 and that date
 is not very far away now, is there any planning underway to
 make a
 stable 2.1 release?

I would say we are far away from a stable release. Because it isn't stable yet.

The Route-manager crashes FGFS again, there are issues with the water-shader 
and the sun, the landcover-shaders looks milky, the landmass shader is 
broken... (GIT from today)

I propose, that we list up some targets like 
-stable Route-Manager
-fixed shaders 
etc
before we really decide to release a candiate.

With the Hudson-Builder we have now the wounderful opportunity to have releases 
now nightly!

Cheers
HHS





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[Flightgear-devel] Error-message: The property xyz is initially undefined...

2010-11-20 Thread Heiko Schulz
Hi,

with the 737-300 and the latest GIT I get an error-message and FGFS aborts:
The property /engines/emgine/reverser-pos-norm is initially undefined

How to solve this?

Kind regards
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html



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Re: [Flightgear-devel] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Csaba Halász
On Sun, Nov 21, 2010 at 1:05 AM, Heiko Schulz aeitsch...@yahoo.de wrote:

 I would say we are far away from a stable release. Because it isn't stable 
 yet.

 The Route-manager crashes FGFS again, there are issues with the water-shader 
 and the sun, the landcover-shaders looks milky, the landmass shader is 
 broken... (GIT from today)


* Route manager works here with current GIT, certainly doesn't crash.
I have flown many TGA events with route manager, seems to be quite
stable.
* not sure what issues the water shader has with the sun, except for a
slight misalignment: http://imagebin.ca/view/SeUwOd.html
* don't know which is the landcover shader and which is the landmass
shader, but both seem to work fine here:
http://imagebin.ca/view/aCUqSb-i.html

For me, FGFS is in no worse shape than some previous releases ;)

By the way, I have just noticed that somebody has put some work into
Budapest (LHBP) scenery. Big thanks!

-- 
Cheers,
Csaba/Jester

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Re: [Flightgear-devel] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Heiko Schulz
Well...

 * Route manager works here with current GIT, certainly
 doesn't crash.

-Inserting an airport crashes FGFS
-choosing a rwy crashes FGFS

 I have flown many TGA events with route manager, seems to
 be quite
 stable.

Let me correct: was stable a month ago.

 * not sure what issues the water shader has with the sun,
 except for a
 slight misalignment: http://imagebin.ca/view/SeUwOd.html

slight? Very noticeable!

 * don't know which is the landcover shader and which is the
 landmass
 shader, but both seem to work fine here:
 http://imagebin.ca/view/aCUqSb-i.html

Some shadertypes seems to be immun against fog, which make the whole scenery 
looks a bit akward:
www.hoerbird.net/fgfs-screen-064.png
Even more on detailed sceneries like LOWI...

Noticed by several people now already...

 
 For me, FGFS is in no worse shape than some previous
 releases ;)

Let's decide the users...
HHS



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Re: [Flightgear-devel] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Csaba Halász
On Sun, Nov 21, 2010 at 2:09 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Well...

 * Route manager works here with current GIT, certainly
 doesn't crash.

 -Inserting an airport crashes FGFS
 -choosing a rwy crashes FGFS

Not here, it doesn't.

 * not sure what issues the water shader has with the sun,
 except for a
 slight misalignment: http://imagebin.ca/view/SeUwOd.html

 slight? Very noticeable!

Noticeable, but the previous release didn't even have such an effect
did it? And it is simply too awesome to not release just because it is
slightly, but noticeably, misaligned :)

 Some shadertypes seems to be immun against fog, which make the whole scenery 
 looks a bit akward:
 www.hoerbird.net/fgfs-screen-064.png
 Even more on detailed sceneries like LOWI...

 Noticed by several people now already...

Ahha, I see. That is quite ugly indeed.

 For me, FGFS is in no worse shape than some previous
 releases ;)

 Let's decide the users...

For these features, I count myself as an user. Even if some new
features don't work perfectly, as long as they are not regressions, I
would like to have them.

-- 
Csaba/Jester

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Re: [Flightgear-devel] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Heiko Schulz

 
 Not here, it doesn't.

Is your system the leadership?
It does here crashing, win 32 GIT from today (Hudson-builder), datas from today.
 

 
 Noticeable, but the previous release didn't even have such
 an effect
 did it? And it is simply too awesome to not release just
 because it is
 slightly, but noticeably, misaligned :)

I prefer fixing instead of releasing. And I'm not yet convinced that it really 
depends on the shaders. Maybe the new shader makes it really visible.
 

 
 Ahha, I see. That is quite ugly indeed.
 
 
  Let's decide the users...
 
 For these features, I count myself as an user. Even if some
 new
 features don't work perfectly, as long as they are not
 regressions, I
 would like to have them.

Myself as well, but I try to follow our philosophy: make things right!

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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Re: [Flightgear-devel] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Tim Moore
On Sun, Nov 21, 2010 at 2:58 AM, Scott Hamilton 
scott.hamil...@popplanet.biz wrote:



  The important point here is that it has been nearly twelve months
 since the last major release, the codebase appears to be looking
 forward, and in the past it has required quite a bit of planning and
 work to ensure we have a consistent and stable product to release.

 I'm not sure which changes provoked your initial email. The tile manager
change is big, but it addresses longstanding, severe bugs. My property tree
hash work was also in response to bugs, and I think we've established that
it is not in fact a major change. James' work isn't changing anything yet,
as far as I know.

  Part of that work is first finding a suitable point in time and code
 to take a snapshot of the code, that includes simgear, flightgear and
 fgdata. Then I think it would be wise to test that snapshot and fix any
 of the problems that may be uncovered. But before we can start any of
 that, we have to make a decision to make a release and set a tentative
 release date.

We are going to make a release branch soon.

Tim



   S.



 On Sun, 2010-11-21 at 02:25 +0100, Csaba Halász wrote:
  On Sun, Nov 21, 2010 at 2:09 AM, Heiko Schulz aeitsch...@yahoo.de
 wrote:
   Well...
  
   * Route manager works here with current GIT, certainly
   doesn't crash.
  
   -Inserting an airport crashes FGFS
   -choosing a rwy crashes FGFS
 
  Not here, it doesn't.
 
   * not sure what issues the water shader has with the sun,
   except for a
   slight misalignment: http://imagebin.ca/view/SeUwOd.html
  
   slight? Very noticeable!
 
  Noticeable, but the previous release didn't even have such an effect
  did it? And it is simply too awesome to not release just because it is
  slightly, but noticeably, misaligned :)
 
   Some shadertypes seems to be immun against fog, which make the whole
 scenery looks a bit akward:
   www.hoerbird.net/fgfs-screen-064.png
   Even more on detailed sceneries like LOWI...
  
   Noticed by several people now already...
 
  Ahha, I see. That is quite ugly indeed.
 
   For me, FGFS is in no worse shape than some previous
   releases ;)
  
   Let's decide the users...
 
  For these features, I count myself as an user. Even if some new
  features don't work perfectly, as long as they are not regressions, I
  would like to have them.
 




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