Re: [Flightgear-devel] Multithreading support

2009-08-05 Thread leee
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

Re: [Flightgear-devel] Multithreading support

2009-08-05 Thread Curtis Olson
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

Re: [Flightgear-devel] Multithreading support

2009-08-04 Thread Erik Hofman
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

Re: [Flightgear-devel] Multithreading support

2009-08-04 Thread Erik Hofman
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

Re: [Flightgear-devel] Multithreading support

2009-08-04 Thread leee
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

Re: [Flightgear-devel] Multithreading support

2009-08-04 Thread Anders Gidenstam
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

Re: [Flightgear-devel] Multithreading support

2009-08-04 Thread Curtis Olson
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

Re: [Flightgear-devel] Multithreading support

2009-08-04 Thread leee
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%

Re: [Flightgear-devel] Multithreading support

2009-08-03 Thread Torsten Dreyer
> 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 ---

Re: [Flightgear-devel] Multithreading support

2009-08-03 Thread Curtis Olson
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