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From: Anders G. <and...@gi...> - 2010-07-06 18:44:06
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On Tue, 6 Jul 2010, Alex Perry wrote: > Most of the _non-minimal rendering options use considerable CPU power > on any GPU that is routinely available in a mobile form factor. If we > want to be able to support non-desktop users (as well as simplify > demonstrations at trade shows), we need to make sure that the main > thread (and in fact that whole core) are entirely dedicated to > rendering. Or hope that the OSG and driver developers find good ways to parallelize the CPU part of the rendering process. > The reason why FG itself doesn't use any CPU power is that, whenever > any of the subsystem developers tries to implement an underlying > simulation improvement that requires non-trivial amounts of CPU, there > is massive complaint from the eye candy side of the community. This > appears as a tradeoff precisely because FG doesn't support > multithreading. If we had threading working safely, any simulation > subsystem could choose to run in its own thread and eat an entire core > as needed. > > The single threaded limitation currently impacts the implementation of > real time weather, microcell airmass, AI operations, non-steam > instruments, as well as radio navigation realism. That I'm aware of > ... there are presumably others too. My suggestion would be to rather look into parallelization inside the subsystems that need a lot of computation (think worker threads) - not least since things like microcell airmass simulation may well need more than one thread/core/CPU - and the problem itself could be of a type that is easy to parallelize. This would keep the top level "main loop" integration simple too. Cheers, Anders -- --------------------------------------------------------------------------- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ |