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System Requirements for Flightgear

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Re: System Requirements for Flightgear

Postby V12 » Sat Nov 21, 2020 6:53 am

Probably Your CPU#2 loading, decompressing and assembling scenery tile at the moment of the screenshot was taken.
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Re: System Requirements for Flightgear

Postby wkitty42 » Sat Nov 21, 2020 12:31 pm

WoodSTokk wrote in Fri Nov 20, 2020 9:06 pm:@wkitty42:
How many cores have your CPU?

it is an AMD Ryzen 7 3700X as noted previously ;)

WoodSTokk wrote in Fri Nov 20, 2020 9:06 pm:As example, i have 4 cores and the load shows 25%. That means one core runs on 100% (FG).

i know how it works ;)

WoodSTokk wrote in Fri Nov 20, 2020 9:06 pm:So, please, dont only look at the load, look at the cores itself.

i was looking at the cores but it should also be noted that FG is not the only thing running... especially not when i'm streaming :mrgreen:
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Re: System Requirements for Flightgear

Postby I-PIC68 » Sat Nov 21, 2020 12:51 pm

V12 wrote in Sat Nov 21, 2020 6:53 am:Probably Your CPU#2 loading, decompressing and assembling scenery tile at the moment of the screenshot was taken.


Unfortunately it is always like this. I think that FG can't use the full power of the CPU, but just one core.
FG is not made for multithreading?
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Re: System Requirements for Flightgear

Postby Hooray » Sat Nov 21, 2020 1:09 pm

The system requirements haven't been updated in quite a while, so it would be good to update the wiki accordingly.
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Re: System Requirements for Flightgear

Postby V12 » Sat Nov 21, 2020 3:00 pm

I-PIC68 wrote in Sat Nov 21, 2020 12:51 pm:Unfortunately it is always like this. I think that FG can't use the full power of the CPU, but just one core.
FG is not made for multithreading?

FG is ancient singlethreaded application. But uses graphics library OSG and that library can utilize 2 cores. Gain is small. You can enable multithreading with parameter in the launcher tab Settings :
--prop:/sim/rendering/multithreading-mode=CullThreadPerCameraDrawThreadPerContext
There are 4 modes, this one working best for me.

Then You can accelerate scene loading with environmental parameter OSG_NUM_DATABASE_THREADS :
on windows use SET OSG_NUM_DATABASE_THREADS=number of the threads
on LINUX use EXPORT OSG_NUM_DATABASE_THREADS=number of the threads
but it needs more tests, I had some CTDs after fiddling with this parameter.
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Re: System Requirements for Flightgear

Postby Hooray » Sat Nov 21, 2020 4:00 pm

FlightGear still is in the process of adopting OpenSceneGraph.

Two major developments were committed recently: Compositor support and CompositeViewer support.

Furthermore, FlightGear is phasing out legacy OpenGL code.

Also, the key people who were originally opposed to multi-threading and who have spoken up against it for many years, are no longer actively involved in core development.

Thus, the current situation with regard to multi-threading is likely to improve considerably over the course of the next 36-60 months.
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Re: System Requirements for Flightgear

Postby V12 » Sat Nov 21, 2020 7:41 pm

I know, this is not FG related, but for comparison P3Dv4.5 default Paris autogen with Terra Emergency texture pack replacement :

Image

Image

Image

Image

FPS is 25-35 with default F22.

EDIT :
With resource extreme hungry FSL A320 18-25 fps.
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Re: System Requirements for Flightgear

Postby GinGin » Sat Nov 21, 2020 9:29 pm

What does your nth p3d screen bring to the initial question?
We are then happy to know that you have 20 fps with the A320 FS lab, congrats.

Always the same ending in those topics...
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Re: System Requirements for Flightgear

Postby Hooray » Sat Nov 21, 2020 9:34 pm

right, World Scenery 3.0 / a proper LOD scheme is likely to have a more profound effect on FlightGear performance ;-)
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Re: System Requirements for Flightgear

Postby V12 » Sun Nov 22, 2020 6:45 pm

I found reason of low fps - not visibility range, or big bare LOD distance. But amount of the custom sceneries ! I had installed and activated around 100 custom sceneries. After uninstal 2020.2.1. and build 2020.3.2. I have fps over Paris 25 and more fps with UFO. Now downloading Manhattan for new test...
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Re: System Requirements for Flightgear

Postby GinGin » Mon Nov 23, 2020 11:25 am

V12 wrote in Sun Nov 22, 2020 6:45 pm:I found reason of low fps - not visibility range, or big bare LOD distance. But amount of the custom sceneries ..


Good, then most of your performance complaints/problems over the last months came from the operator behind the screen :mrgreen:
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Re: System Requirements for Flightgear

Postby V12 » Mon Nov 23, 2020 12:20 pm

Hmmm, I'm not sure, over Paris is fps OK, but over Manhattan without change :( . BTW, where in the FG documentation is notice about large amount of custom sceneries can negatively affect performance ?
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Re: System Requirements for Flightgear

Postby CaptB » Mon Nov 23, 2020 12:34 pm

The wiki mentions several performance killers, which could be a contributor to these problems.

FG 3D assets usually have so many of these issues that it makes me wonder what kind of review process they go through if any in this regard. Double sided normals, transparency, multiple objects when not needed and other things are all a norm rather than an exception.
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Re: System Requirements for Flightgear

Postby cgdae » Mon Nov 23, 2020 12:38 pm

V12 wrote in Mon Nov 23, 2020 12:20 pm:BTW, where in the FG documentation is notice about large amount of custom sceneries can negatively affect performance ?


Oh crumbs we've screwed up here! Hope this doesn't impact this quarter's numbers too badly.

Looks like Customer Services failed to notice that this was causing problems for customers, so didn't inform VP Sales about the problem. So the Documentation department weren't instructed to update things.

What a mess. Heads must roll here.
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Re: System Requirements for Flightgear

Postby Hooray » Mon Nov 23, 2020 2:34 pm

V12 wrote in Mon Nov 23, 2020 12:20 pm:BTW, where in the FG documentation is notice about large amount of custom sceneries can negatively affect performance ?



See the osg stats article to learn how to interpret those numbers. You will see that those critical numbers are indeed affected by scenery complexity.
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