Often, it literally takes a while and features/components need to be reconsidered or even efforts started from scratch. To be honest, FlightGear has been lacking in many areas compared to commercial/proprietary products - however, given enough time, FlightGear also has been catching up with some of them (sooner or later). in conjunction with the built-in performance monitor and/or the OSG stats. to benchmark/stress-test FlightGear with different startup/runtime settings while replaying a certain flight, this can be used to track CPU/GPU/MEMORY utilization - e.g. More recently, Julian has been working on extending the built-in "replay" system (flight recorder) so that it can be used for regression testing purposes, i.e.
![flightgear detailed scenery flightgear detailed scenery](http://fr.flightgear.tuxfamily.org/wiki/lib/exe/fetch.php?cache=&media=flightgear:scenery:12.jpg)
Note that, if you are able to patch/rebuild FlightGear, it is relatively easy to access/expose such internals - for instance, at the same time, we also patched FlightGear to track CPU, RAM/VRAM, and SWAP utilization: However, I think Stuart made a number of improvements to the way memory is used by FlightGear, I think it all started back when he worked on the random buildings code several years ago. So, you will need to look up the original repository to get the corresponding patches and maybe rework/update some of those. I don't think any of this made it back into the official/mainstream repository though. This should prevent terrain loss problems.Ĭould use some pointers on where to find the tower view settings in the code. Out how to deal with the tower view, I plan to disable any tower view as longĪs the aircraft is not within a reasonable distance of the tower (say 3 km). Tail" history, but stay mostly rectangular around the aircraft. The tile cache behaviour was modified too, it will no longer have a "heavy Maximum memory consumption after waiting for the loading threads to finish wasĢ800 MB, out of which 680 were other system apps. I have performed a test with the UFO, setting visibility to 80 miles, LODĭistance bare to 120000 meters, and climbing to 30000 ft aka 10000 meters.įPS observed was 21, no doubt because of the complexity of the mesh. High definition zone should not increase memory any further. This behaviour was present before my patch. Why, when leaving a detailed mesh zone, memory consumption does not drop and You will be able to spot that on the map in the Works by having an inner circle of high-res tiles, surrounded by an outerĬircle of low-res tiles. So I took the liberty today and modified the scenery manager a little. Where running out of memory was a frequent event (quite terminal on a 32bit The need arised from my frequent flights in SRTM + Corine high-res terrain, People smarter than me can come up with a safe algorithm to do that, but I'mĪfraid it requires changes to Terragear. This method relies on some kind of LOD system, without mesh simplification.
![flightgear detailed scenery flightgear detailed scenery](https://flightsimulatorandaccessories.com/wp-content/uploads/2021/04/wp8218962-x-plane-11-wallpapers-e1623857903829-2048x1106.png)
Scenery with 30%, while increasing the visibility distance 4 times. Adrian wrote:I am presenting an experimental (WIP) method to reduce memory consumption by