November 22, 200619 yr support, we would've seen a patch by now. The reason, I just played with the DX9 sdk today. In it, there is an utility that can record all the D3D calls to a file and be played back in a later time. This means that the D3D calls can be sent to a different native thread and have them rendered by it (or processor/core if you will). All ACES has to do is ask MS (yes, ask MS) for the source code and mod it for multithreading, and immediately brings multi-processor platform support for FSX. Eventhough this might not utilize multi-core platforms at their fullest potential. It will bring much much better performance than what we are seeing today.
November 22, 200619 yr I used to work for Sabre. It used to be an American Airlines subsidiary. Sabre used to be the worlds largest Air travel reservaton system.Just because Sabre was part of American Airlines AMR corporation. Sabre cannot provide information to American Airlines..that they would not divulge to Delta or other airlines. It's illegal. Anti Competitive laws.Infact we used to work in the same building. We were told ...not to even have casual work related converstaion in the cafetaria with a non Sabre, AA person.Microsoft's other division cannot provide source code to ACES without providing the same code to other software vendors.This is my understanding.Manny Manny Beta tester for SIMStarter
November 22, 200619 yr You totally missed my point. What I meant was to re-create an application like PIX for Windows or add PIX capability to FSX is not difficult.
November 22, 200619 yr When you say, "ask for the source code and *mod* it for multithreading", something tells me you're over-simplifying things just a little.Providing true multi-core platform support involves writing a multi-threaded application, which FSX is not. There is nothing immediate about bringing multi-processor support to FSX.If it's even feasible and ACES is given the green light to provide that kind of support, I suspect it will take a great deal of effort and considerable time.GG Avid flightsimmer with a solo pilot endorsement, halfway toward my Private Pilot in the Diamond DA20 C-1 Eclipse.
November 22, 200619 yr I too believe that it will require a complete re-write of FS to incorporate full multi-processing. My programming experience includes leading a team developing simulator of a interceptor for the UK MoD several years ago. This wasn't graphical but covered detailed modelling of flight dynamics, engines, aircraft radar, and air-to-air missiles including their flight dynamics, propulsion, guidance and control system, radar and fusing systems. It used the same principles as FS including the integration technique. I've also limited experience of developing a multi-threadred applications. I can't see any way that flight simulator could have been adapted to multi-thread without restructuring it and starting coding all over again. This wouldn't be cheap and any decision by Microsoft will depend od commercial considerations, ie will it get the extra development money back through increased revenue? Gerry Howard
November 22, 200619 yr >>> Providing true multi-core platform support involves writing a multi-threaded application, which FSX is not.It is multi-threaded, just not to the extent everyone wants it to be.
November 22, 200619 yr >It is multi-threaded, just not to the extent everyone wants it>to be.Yes, you're right.Correction - MORE multithreaded, and not just the background threads for terrain loading, etc. More native threads with less interdependencies.Still sounds like a major rewrite to me. Avid flightsimmer with a solo pilot endorsement, halfway toward my Private Pilot in the Diamond DA20 C-1 Eclipse.
November 22, 200619 yr Sounds more and more like FSX might be the end-of-the-line for PC-based flight sims. Microsoft may very well go in the direction of Xbox, particularly if a complete code rewrite is involved. Also creates more business opportunity - just think, every 3 years flight sim enthusiasts will not only need to shell out $49 for the software but also $600 for a new game box to keep current.Fred
November 22, 200619 yr Sorry I am totally confused. Whats recording D3D calls to a file got to do with multi-threading and whats time sliced multi-threading got to do with multi-processor based multi threading?
November 22, 200619 yr Seems this is another one of those "I heard a techno word so I'm gonna use it" threads. "It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt. "Mark TwainAllcott
November 23, 200619 yr Be more creative.1) Think if that file is a NT name pipe. One machine can record the rendering D3D calls and another can play it back.2) Now think the first machine just records but does not render to screen. You have the first machine running FSX, the second machine doing the rendering.3) Then think the first and the second machines are actural processes running on a single multi-processor machine. I will say this setup might double your frame rate.
November 23, 200619 yr BoPrey my friend, you have lost your marbles. A little visit to this link will help you get few of those marbles back...http://en.wikipedia.org/wiki/Multithreading
November 23, 200619 yr I am saving this thread as proof, and hope you won't use my FSX dual core patch.
November 23, 200619 yr >I am saving this thread as proof, and hope you won't use my>FSX dual core patch.There's a dual core patch!! yippee
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