![]() ![]() You can disable your add-on to see how much CPU time is now used the difference is the CPU time your add-on is consuming.You can calculate the actual CPU time spent in your add-on from the CPU load and frame time data outputs.Unfortunately if you are CPU bound (CPU load > 0.95 or so) there is no current display for the GPU’s utilization we are working on that for X-Plane 10.30. (I am also in the middle of the ocean, hence the low numbers.) That means that the GPU needs 9 ms to draw the frame, but the CPU needs 7 ms to draw the frame – I am GPU bound. CPU load give you the fraction of that frame time that the CPU was busy.įor example, my copy of X-Plane is showing 9 ms frame time and.“frame time” gives you the total time to draw one frame, in milliseconds.X-Plane’s “frame rate” data output gives you two useful numbers for figuring out where X-Plane is spending its time: Viewing Specific Processor Load in X-Plane Optimizing the use of the processor that is idle will not improve framerate at all. If your GPU is idle and your CPU is not, you are “CPU bound” if your CPU is idle and your GPU is not, you are GPU bound. Here’s the key point: your framerate is determined by the processor that is not idle. Until the CPU can get more instructions ready, the GPU is idle. a small screen without HDR on a powerful graphics card) the GPU will wait it will finish its entire todo list and then go “uh, now what?”. lots of objects and shadows and plugins) but not much GPU work (e.g. It will give all of its instructions to the GPU for a frame, then the next one, then the next one and eventually the GPU will go “stop! I’m not done with the frames you gave me” and the CPU will wait. ![]() no autogen) then the CPU will have to wait. 4x SSAA HDR with clouds on a huge screen) and not much CPU work (e.g. Ideally the CPU is off computing flight models and running plugins while the GPU is still filling in mountain pixel shaders on screen.įor any given frame, however, one of the CPU or GPU will have more work than the other, and the other will be idle some of the time. OpenGL drivers accomplish this by building a “todo” list for the GPU, which the GPU then does on its own time. Ideally the CPU on your computer and GPU on your graphics card are both working at the same time, in parallel, to present each frame of X-Plane. Your graphics card is basically a second computer, with its own memory, its own bus, and its own CPU (in this case called a GPU). But saving 5 ms is always a good thing, no matter what framerate. An improvement of 1 frame per second is a big improvement at 15 fps and almost nothing at 60 fps. I strongly recommend you look at X-Plane’s framerate in milliseconds. The basic idea here is to remove work from X-Plane and measure the improvement in performance. This post is targeted at aircraft authors, particularly authors who create complex aircraft with Lua scripts or plugins. There is a second use for this feature: performance analysis. In a previous post I discussed a new facility in X-Plane 10.25r1 (coming real soon) to disable aircraft-attached objects for performance optimization. If you are a developer of SASL or you use OpenAL, you can read the gory technical details here. If the aircraft is payware, the aircraft author might not be thrilled to have to support a “modified” aircraft and might prefer to do the upgrade in-house. If you are using a freeware aircraft that is no longer supported, I think you could theoretically drop in the new SASL and see if it fixes things. Note that this new version is apparently 64-bit only. If you develop an aircraft using SASL, you can get the latest free version of SASL here. The bad news is: you’ll need to make sure the aircraft you are flying is using SASL 2.4 – and this applies to every aircraft that you have that uses SASL. The good news is: this bug is fixed in SASL version 2.4. Since El Capitan came out, SASL has been crashing on quit when used in aircraft with customized sound. While I work on neither SASL nor El Capitan, both are (at least partly) open source, so I spent a few hours yesterday and located the bugs. SASL Crash Fixed – You’ll Need a New SASL
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