Re: [Flightgear-devel] Multithreading support

2009-08-05 Thread Curtis Olson
On Tue, Aug 4, 2009 at 1:21 PM, leee l...@spatial.plus.com 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

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 across

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

2009-08-04 Thread Curtis Olson
On Tue, Aug 4, 2009 at 11:05 AM, leee l...@spatial.plus.com 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

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 leee
On Tuesday 04 Aug 2009, Curtis Olson wrote: On Tue, Aug 4, 2009 at 11:05 AM, leee l...@spatial.plus.com 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

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 be

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

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

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