Quantifying Lag / Shaking / Rendering Ability

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decaff_42
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Quantifying Lag / Shaking / Rendering Ability

Post by decaff_42 »

Title kinda says it all.

What are the ways we can quantify how "bad" lag or shaking is or how hard YSFlight is working to render a map or airplane?

FPS seems like a highly relative measure as it can very widely between users and seems to largely depend on hardware.
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Re: Quantifying Lag / Shaking / Rendering Ability

Post by waspe414 »

I can't speak to the others, but I just did some tests to quantify distance shaking:
By my math, YS has 24 binary bits of floating point precision. This means just visible shaking (roughly 1cm precision) occurs beyond 80 miles from map center. See the following table:
Image

For more information regarding the specifics of floating point precision, see viewtopic.php?f=285&t=8625&p=98882

The point where reality begins to break down and even the ground and sky stop rendering is about 100 billion kilometers
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Re: Quantifying Lag / Shaking / Rendering Ability

Post by waspe414 »

Some data about the render limits for the three executables:
This is performance on my computer (Ryzen 2600, GTX1660) with a 400,000 face model. Windows 2015ver.

Image

Image

D3d: 64 FPS, OGL1: 11 FPS, OGL2: bounces between 55 and 61 FPS
OGL1 runs entirely on a single CPU core, maxing out at 20% utilization. D3D seems to run more on one core, but uses all. OGL2 doesn't seem to have a CPU preference. D3d and OGL2 use the GPU, with D3d's utilization being much smoother, which reflects in the framerate stability.

With a 273MB DNM (2.7 million faces), when the visual file is loaded, YS uses up to 1.3GB of RAM then crashes. Whether that's a DNM size cap or a total RAM cap I'm not sure, but we're not likely to hit that number any time soon.
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