Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-24 Thread Mathias Fröhlich
Hi, On Wednesday, December 21, 2011 21:25:11 Csaba Halász wrote: > Seems to be gone now :) Ok. So, still I could not easily reproduce... > Any comments for my other question, about background model loading? Well, models *are* loaded in the background. More than it was in the good old times wher

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-23 Thread Heiko Schulz
Hello, >Also a different issue: I seem to recall there was a golden era when >model loading was nicely done in the background, not causing severe >stuttering in the display. Nowadays if I look around the scene, FG >freezes for seconds at a time. I noticed the same some while now. I thought that

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-21 Thread Csaba Halász
2011/12/21 Mathias Fröhlich : > > Yes, I saw this a few weeks ago on a long flight. > But I did not see a chance to reproduce what I saw. So I did not look > closer... Seems to be gone now :) Any comments for my other question, about background model loading? -- Csaba/Jester --

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-21 Thread Mathias Fröhlich
Hi, On Wednesday, December 21, 2011 00:42:04 Csaba Halász wrote: > Really nobody else seeing this? Any ideas what I could look at to > investigate further? Yes, I saw this a few weeks ago on a long flight. But I did not see a chance to reproduce what I saw. So I did not look closer... Mathias

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-21 Thread James Turner
On 21 Dec 2011, at 02:47, Csaba Halász wrote: > Recompiled with fresh OSG/SVN and cull times were now stable at least > for the duration of the 30 minute parked test. > I will re-enable eye candy and do some flights tomorrow, but I hope > the mysterious problem is fixed. Apologies for keeping qu

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-20 Thread Csaba Halász
Recompiled with fresh OSG/SVN and cull times were now stable at least for the duration of the 30 minute parked test. I will re-enable eye candy and do some flights tomorrow, but I hope the mysterious problem is fixed. -- Csaba/Jester --

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-20 Thread Csaba Halász
On Wed, Dec 21, 2011 at 12:42 AM, Csaba Halász wrote: > On Sun, Dec 18, 2011 at 5:31 PM, Csaba Halász wrote: >> On Sun, Dec 4, 2011 at 6:00 PM, Csaba Halász wrote: >>> >>> I know this information is very sketchy right now, and I will be >>> performing more tests >> >> I am puzzled ... and annoye

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-20 Thread Csaba Halász
On Sun, Dec 18, 2011 at 5:31 PM, Csaba Halász wrote: > On Sun, Dec 4, 2011 at 6:00 PM, Csaba Halász wrote: >> >> I know this information is very sketchy right now, and I will be >> performing more tests > > I am puzzled ... and annoyed ;) http://i40.tinypic.com/dr6rt.png 8 minutes later, all the

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-18 Thread Csaba Halász
On Sun, Dec 4, 2011 at 6:00 PM, Csaba Halász wrote: > > I know this information is very sketchy right now, and I will be > performing more tests Ok, I have done various test flights, the most recent in the ufo with all eye candy disabled, and the problem persists. At the end of an EGCC-EDDF fligh

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-04 Thread Arnt Karlsen
On Sun, 4 Dec 2011 18:00:12 +0100, Csaba wrote in message : > In the meantime, if anybody else is seeing this or has any ideas, > please comment. ..an idea: watch and control them in the property tree from nasal. -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...with a number of

[Flightgear-devel] deteriorating cull performance kills fps

2011-12-04 Thread Csaba Halász
Hi people! In recent times, I noticed my FPS goes down the drain during longer flights. I have examined the on-screen OSG stats, and it showed large cull times. No amount of clicking around in the rendering dialog seems to fix this, neither does repositioning to a far away location. However restar