Perfect
I will watch that .
I was saying not massively significant compared to what v12 would expect from a multi threading stuff .
Anyway , that is a very interesting work Richard .
How hard is it behind the lines ?
Richard wrote in Wed Nov 20, 2019 8:14 pm:When I'm using my experimental multi-threaded rendering there is a small increase in performance which is almost equivalent to the 3.7ms of "the rest" - that usually works out to about an extra 10fps (on my system, with the F-15)
Icecode GL wrote in Thu Nov 21, 2019 10:11 am:Are there any important issues preventing this from reaching upstream Richard?
V12 wrote in Thu Nov 21, 2019 1:29 pm:Analyze of P3D v4.3 Academic :
Machine :
AMD R7 3700X, 8 cores, 16 threads
32 GB RAM
3600 MHz RAM
M.2 SATA drive
nVidia 1060 GTX 3 GB
V12 wrote in Thu Nov 21, 2019 4:06 pm:Yes, I know that my analyze is pointless for FG, but it is clearly evidence that spread non rendering tasks on many CPU cores has visible benefits.
There is big difference between FSX / P3D and FG rendering core - in FSX textures are rasterized from vector layers (landclasses, roads, railways, rivers, streams, lakes, snow chunks, street light maps, lamps lightmaps etc), and .
Richard wrote:Removing frame pauses from the core is something that I've been working on a lot - which is why we have the DDS texture cache and the background Nasal garbage collector; however some frame pauses are caused by specific aircraft models and these aren't something we can fix in the core. At the moment I'm not aware of any more code that can be improved; there are still pauses but I haven't identified what these are or if they can be fixed.
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