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Any word on 10.30?

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Oh I swear that last point wasn't there LOL!

 

Sorry for not reading!


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Wow I'm relieved I have 16GB!

I wonder why it uses up so much ram even with the default?

You can see quite far in FSX yet it crams it all in to a 32-bit program.

Not that I'm complaining you understand, I will be delighted to have the visibility improved!

....and I was sort of smug in having 12....hmm...I guess that I just got a 'reality check'....  I never thought I would even come close to maxing out a 12 Gig RAM system!  I was wrong....

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  • Loading times are quite good, despite the double amount of DSFs. This is thanks to some entirely new, parallelised loading code Ben has implemented (and which needed quite some rounds of debugging, as it introduced some "side effects" B) )

 

 

As far as you know, does that parallelised code even used in other parts of XP (multithreading, perhaps)?

 

 

  • But RAM usage is definitely very heavy (just as expected)! This is something everybody should be absolutely clear here about. Having 12 instead of 6 DSF tiles in memory can't be had for free! My tests showed (this might all still change a bit ... but I think the rough numbers should be correct), that with the default Global Scenery you will be on the safe side with 8 GByte of RAM. With my HD Mesh Scenery v2 I will definitely recommend 16 GBytes of RAM (which I have too - and its sometimes already on the edge ... but still OK). I think, the SimHeave Photoscenery will be in a similar ball park ...

 

Maybe I'm looking too ahead, but am I wrong while thinking that in the (near?) future using a, let's say, HD Mesh v3 plus photoreal scenery plus 12 DSF tiles, this could more or less easily exceed 16Gb of RAM?

 

I'm on 16, going for 32.....

 

as I'm building a new machine, this is my same thought from now on.

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Not sure we need a v3 HD mesh, but a v2 with more coverage would not be unwelcome.

Himalyas anyone? ;)

Anyway I'm sure Andras has only so much spare time!

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As far as you know, does that parallelised code even used in other parts of XP (multithreading, perhaps)?

Since a long time X-Plane uses multithreading in some places ... Ben Supnik had some thoughts on this a loooong time ago :-)

http://developer.x-plane.com/2009/06/multi-threading-is-a-weird-feature-request/

http://developer.x-plane.com/2010/08/multicore-and-version-10/

 

And there are other thoughts on this here:

http://forums.x-plane.org/?showtopic=55346

 

etc.

 

Maybe I'm looking too ahead, but am I wrong while thinking that in the (near?) future using a, let's say, HD Mesh v3 plus photoreal scenery plus 12 DSF tiles, this could more or less easily exceed 16Gb of RAM?

 

One thing to correct before I answer: you do not HD Mesh Scenery v2 AND Photoscenery at the same time in the same place ... you either use the one or the other (and XP10 only loads the one or the other), never both at once!!! Read here:

http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/#Difference-between-HD-Mesh-Scenery-v2-and-SimHeavencom-photoscenery

 

Other than that, yes you might eb right, that with lots of "heavy" scenery in the same region, you might even go over the 16 GByte RAM limit. Yes, thats quite likely possible to happen ... I just had some chatter with Ben Supnik about the possibility to load less overlay scenery (maybe only 6 tiles) while still loading a large are of base mesh (12 tiles) ... But this might be a more complex problem which will quite likely not be adressed for 10.30. So, 10.30 will likely either load all12 tiles (everything, all scenery) or 6 tiles when the long range visibility is switched off (then everything will remain as it is until now - no surprises).

 

 

as I'm building a new machine, this is my same thought from now on.

Going for 32 GBytes might be a good idea if you want to make your system halfway future proof (as you can never achieve that 100%). I even plan 64 GBytes for my future system (but thats also because of the gargantuan memory hunger of the scenery generator ... and when i run more tiles in parallel, then it can easily eat RAM for breakfast).

Not sure we need a v3 HD mesh, but a v2 with more coverage would not be unwelcome.

Himalyas anyone? ;)

Anyway I'm sure Andras has only so much spare time!

Andras just has as much available - good quality - raw data as data is available  :rolleyes:  ... which is the main limiting factor in my plans (and without enough good quality source data, HD Mesh makes less sense in many regions). At the moment my next plan (and it is in the works) is to extend HD Mesh to Japan (but some legal issues are still not 100% resolved ... i.e.: I need to make sure, I am allowed to use the raw data I am using).

 

And speaking of v3 ... well, I could rather imagine having a 2.1 (or 2.5) somewhere around autumn, with updated OSM data and other fixes / improvements (but this is really just an idea, without anything cast in stone).

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Since a long time X-Plane uses multithreading in some places ... Ben Supnik had some thoughts on this a loooong time ago :-)

http://developer.x-plane.com/2009/06/multi-threading-is-a-weird-feature-request/

http://developer.x-plane.com/2010/08/multicore-and-version-10/

 

And there are other thoughts on this here:

http://forums.x-plane.org/?showtopic=55346

 

Yes, I was aware about those links, thank you... my thought was mostly about multithreading in places different than the actual ones, but I'm going slightly off-topic so I'll stop here.

 

One thing to correct before I answer: you do not HD Mesh Scenery v2 AND Photoscenery at the same time in the same place ... you either use the one or the other (and XP10 only loads the one or the other), never both at once!!! Read here:

http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/#Difference-between-HD-Mesh-Scenery-v2-and-SimHeavencom-photoscenery

 

I forgot about this every time, sorry!

 

Going for 32 GBytes might be a good idea if you want to make your system halfway future proof (as you can never achieve that 100%). I even plan 64 GBytes for my future system (but thats also because of the gargantuan memory hunger of the scenery generator ... and when i run more tiles in parallel, then it can easily eat RAM for breakfast).

 

Ok, OT time!  :blush:

That's remind me of Kill Bill vol. 2, very hard to find that adjective!  :lol:

OT Off.

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