With regard to the speed of loading models from Nasal into the scenery I
was writing about a while ago, I have made some discovery yesterday.

I was testing a setup in 2.0.0 with some heavy numerics running on the
second CPU, and this pushed the behaviour of the framerate into the
behaviour I was observing with GIT.

I did some follow-up testing and discovered that while multithreading is
apparently by default on in 2.0.0, it is off in GIT. I subsequently
observed that when I run GIT with multithreading on in GIT, the load on
the second CPU is usually modest (5-10%, but when I load the initial
configuration of clouds into the scenery, it increases to 80-90%. In
addition, the experience of flying with heavy cloud configurations was
much smoother in GIT and the multithreading seems to take care of a good
part of the difference I have seen between 2.0.0 and GIT (I don't know if
all - that requires some systematic testing).

So this ends up to a sugestive picture - local weather actually benefits a
lot from a second CPU on board, and although it can be flown with just a
single CPU, it runs much smoother with a second one (which raises the
question - does Heiko who reported the framerate drop on loading models
for the first time usually fly with a single CPU machine?).

I still have no real understanding why this is so, or why loading a large
number of *identical* models into the scenery should take a long time (I
would think that one can make use of the fact that there are really
multiple copies of the same model around to speed things up, and while I
was told that OSG does that automatically, this isn't what I observe) - if
anyone can aid my understanding, please do so, it would be rather
important.

Cheers,

* Thorsten


> To follow up on my previous message:
>
>> Not so with my GIT binary: Loading of the initial cloud configuration
>> brings me down to 4 fps, and every time (!) a cloud is loaded from the
>> buffer my framerate drops from 34+ to something like 20+ for a moment -
>> which makes the whole experience rather jerky.
>
> I have now made a series of tests to quantify the effect. The test
> situation is
>
> --disable-fullscreen --geometry=1200x900 --aircraft=ufo --airport=KINS
> --timeofday=noon --disable-real-weather-fetch
>
> 2.0.0 prebuilt:
>
> empty sky: 190 fps
> with 3d clouds: 128 fps
> with static cold sector tile: 90 fps when loaded, > 34 while loading
> with dynamical cold sector tile: 45 fps when loaded, > 30 while loading
>
> (note that this is *not* a fair comparison between standard 3d clouds and
> local weather clouds as the visibility and cloud view distance is rather
> different - not the point of the exercise)
>
> GIT built against my self-compiled OSG 2.9.10:
>
> empty sky: 234 fps
> with 3d clouds: 145 fps
> with static cold sector tile: 95 fps when loaded, > 6 (!) while loading
> with dynamical cold sector tile: 46 fps when loaded, >7 (!) while loading
>
> GIT build against the prebuilt OSG 2.9.6 coming with my 2.0.0 binary:
>
> empty sky: 230 fps
> with 3d clouds: 128 fps
> cold sector, static: 90 fps when loaded, > 6 while loading
> cold sector dynamical: 48 fps when loaded, > 8 while loading
>
>> From this I conclude that what I'm seeing is not associated with OSG or
> the way I compile OSG. I also conclude that it's not related to
> performance issues of GIT in general - I get actually a better framerate
> than in 2.0.0 with GIT once things are loaded.


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