Re: [Flightgear-devel] Hardware bottleneck for building scenery

2009-09-26 Thread Maxime Guillaud
Hi Cullam,

Curtis Olson wrote:
> Just a real quick reply here ... there is some code setup so the 
> process will kill itself if it runs longer than some period or 
> consumes too much memory.  This was setup because some data cases 
> would blow up and lead to infinite loops and infinite memory expansion 
> (within some of our external libraries.)
>
> You may want to eliminate this code or expand the thresholds.
I ran into the same issue when building my France scenery. The code that 
Curt mentioned is in terragear-cs/src/BuildTiles/Main/main.cxx, search 
for "setrlimit" and modify the maximum CPU time allowed to the process.

As a less "hackish" solution, you might want to try the client-server 
architecture of terragear which doesn't run into this problem (a new 
process is respawned for each tile). A basic how-to can be found in 
section 4 of this page:
http://www.terragear.org/docs/scenery-tutorial/fg-scenery-tutorial.html

The client/server architecture brings you the additional benefit that 
you can get a speed-up on multicore machines by running one client per 
CPU core.

hope this helps
Maxime


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Re: [Flightgear-devel] Hardware bottleneck for building scenery

2009-09-24 Thread Curtis Olson
Just a real quick reply here ... there is some code setup so the process
will kill itself if it runs longer than some period or consumes too much
memory.  This was setup because some data cases would blow up and lead to
infinite loops and infinite memory expansion (within some of our external
libraries.)

You may want to eliminate this code or expand the thresholds.

Regards,

Curt.


On Thu, Sep 24, 2009 at 10:47 AM, cullam Bruce-Lockhart  wrote:

> Hey gang.
>
> I'm working on a high resolution version of the scenery for my home,
> Newfoundland. It's coming along VERY well, but I'm running into limitations
> of what my computer can handle building. Essentially, I've cut the
> fgfs-construct commands into the theoretically smallest allowable sizes: I'm
> running the command around 4000 times, each time doing a 0.0625 by 0.125
> degree piece of scenery. Even while cutting the job up into such small
> pieces, the process gets killed sometimes. However, the resulting scenery
> looks fantastic, and runs fine. But I know that somewhere out there are
> places where there will be strange artifact from a build that died
> pre-maturely.
>
> My question is this: what is the hardware bottleneck here? As far as I can
> tell, the system isn't running out of ram, as my monitored usage stays
> around 200MB. I'm using a dual core processor, and for each build, it runs
> one processor at 100% while the other idles around 5-10%. Each time it
> starts work on a new piece, the processors switch workload. What needs to be
> improved to keep a really complicated scenery build from being killed?
> -cullam
>
>
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[Flightgear-devel] Hardware bottleneck for building scenery

2009-09-24 Thread cullam Bruce-Lockhart
Hey gang. 

I'm working on a high resolution version of the scenery for my home, 
Newfoundland. It's coming along VERY well, but I'm running into limitations of 
what my computer can handle building. Essentially, I've cut the fgfs-construct 
commands into the theoretically smallest allowable sizes: I'm running the 
command around 4000 times, each time doing a 0.0625 by 0.125 degree piece of 
scenery. Even while cutting the job up into such small pieces, the process gets 
killed sometimes. However, the resulting scenery looks fantastic, and runs 
fine. But I know that somewhere out there are places where there will be 
strange artifact from a build that died pre-maturely. 

My question is this: what is the hardware bottleneck here? As far as I can 
tell, the system isn't running out of ram, as my monitored usage stays around 
200MB. I'm using a dual core processor, and for each build, it runs one 
processor at 100% while the other idles around 5-10%. Each time it starts work 
on a new piece, the processors switch workload. What needs to be improved to 
keep a really complicated scenery build from being killed? 
-cullam


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