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Sky56

FSDT GSX

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Hello,

I was wondering if we could use fsdt gsx on a different maschine rather than the main maschine. I have simconnect finally set up!

It will save a lot of ram and frame rates.

Please help!

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36 minutes ago, Sky56 said:

Hello,

I was wondering if we could use fsdt gsx on a different maschine rather than the main maschine. I have simconnect finally set up!

 

You cant.

 

36 minutes ago, Sky56 said:

It will save a lot of ram and frame rates.

Please help!

It won’t save any RAM or FPS. 


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1 hour ago, Sky56 said:

It will save a lot of ram and frame rates.

 

It won't save anything. In fact, assuming it was possible, it would probably make things worse because, when Simconnect it's networked on two different machines, it will use TCP, with all the added overhead to communicate with its clients, while on a local system, it will use the much faster Windows named Pipes, that bypasses the network stack. And your network traffic would of course increase with all the commands to do animations, moving vehicles, etc.

About the supposed RAM savings:

- GSX is not taking ANY RAM from the simulator, because it runs entirely outside of it, since it's a Python program that runs inside the Couatl.exe program, which is a custom Python interpreter. Since it's an external .EXE, it's NOT running inside the simulator, so it's not taking any RAM from it, since it has its own dedicated RAM space. And it doesn't take much memory from the system too, since it's just code running. 

About the supposed FPS savings:

- When GSX creates an object, it just order the sim to create it, using the standard Simconnect API. Its impact is affected ONLY by the object detail, both as polygons and textures. It won't change anything to the fps if the command to create the object came from a network.

- The GSX code itself is running in parallel to the simulator and is not blocking it, since it doesn't run in the simulator address space. This means, GSX can do very complex calculations, but it won't affect fps, at all. If a calculation made by GSX took longer, for example a vehicle pathfinding, the only difference would be that vehicle might appear a fraction of a second later, but it won't affect the simulator fps in the slightest.

- The only time when the simulator can be stalled, is when objects are created, because object creation with  Simconnect is not done in multi-threading. This of course is valid for each and every add-on out there that creates Simobjects, like SODE, Ultimate Traffic, etc. When they create their objects, the simulator can pause for a while. Again, this won't be any different even if they were running on a separate PC, because the actual creation is made BY the sim ITSELF, locally so, regardless from were the command to create an object came ( local or network ), the time it takes to create an object depends only by the object's complexity/size.

Edited by virtuali
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