On Wednesday 05 Aug 2009, Curtis Olson wrote:
> On Tue, Aug 4, 2009 at 1:21 PM, leee wrote:
> > Fair enough. To be honest, the question was at the limits of
> > my understanding. What inspired it though is that when I'm
> > rendering any of my 3D stuff the rendering process is
> > distributed acr
On Tue, Aug 4, 2009 at 1:21 PM, leee wrote:
> Fair enough. To be honest, the question was at the limits of my
> understanding. What inspired it though is that when I'm rendering
> any of my 3D stuff the rendering process is distributed across
> several systems - the single scene is split into m
leee wrote:
> I'm not really thinking in terms of 'threading' at all, which I
> think is a very limited and half-house sort of technique. But
> neither though do I think it needs to be thought of as a pure real
> time system. Rather, I'm thinking in terms of the external FDM
> mechanism al
Anders Gidenstam wrote:
> IMHO the one important threading benefit is if we could get all of the
> rendering off the main simulation loop, meaning that the model runs
> independent of the presentation. (Ok, expensive environment eye candy
> like the traffic manager or wild fire CA would also
On Tuesday 04 Aug 2009, Curtis Olson wrote:
> On Tue, Aug 4, 2009 at 11:05 AM, leee
wrote:
> > That's interesting. Could you elaborate on that a little more
> > i.e. did you split a single scene into 'render boxes' or were
> > you, in effect, running four discrete but 'collaborative'
> > instanc
On Tue, 4 Aug 2009, leee wrote:
> One of the big problems I had with FG was its pseudo asynchronous
> operation, which still meant that the rates at which you could run
> things like the FDM, autopilot and Nasal were effectively limited
> by the frame rate and which could lead to an aircraft being
On Tue, Aug 4, 2009 at 11:05 AM, leee wrote:
> That's interesting. Could you elaborate on that a little more i.e.
> did you split a single scene into 'render boxes' or were you, in
> effect, running four discrete but 'collaborative' instances, each
> just looking in a different direction?
This
On Monday 03 Aug 2009, Curtis Olson wrote:
> I'll toss in a couple thoughts. Running on 4 processors
> (quad-core AMD 64 bit machine) and 4 dual-head nvidia cards we
> split the render task up into a bunch of subthreads. The overall
> CPU load was pretty balanced and each CPU ran at about 40-60%
> Fetching weather is one such task because the network communication can
> take several seconds if not more to complete. It makes sense to split this
> off into a separate thread and we have done this.
And it allready does it that way.
Torsten
---
I'll toss in a couple thoughts. Running on 4 processors (quad-core AMD 64
bit machine) and 4 dual-head nvidia cards we split the render task up into a
bunch of subthreads. The overall CPU load was pretty balanced and each CPU
ran at about 40-60% utilization.
I don't know all the solid conclusion
With much of our increasing processing power coming from multiprocessing, it
seems to be a good idea to make FlightGear fully multithreading-capable.
However, I have not found any one thread of discussion about this.
We have been going through a major change in the graphics system, namely the
chan
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