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Forum » SpaceEngine » General Discussions » Immediate/Interleaved/Asynchronous modes in SE (Pros and cons of each mode)
Immediate/Interleaved/Asynchronous modes in SE
robmuzzDate: Tuesday, 27.03.2012, 21:04 | Message # 1
Observer
Group: Newbies
United Kingdom
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Hello,

I think the SE is a really amazing program and have had hours of very interesting exploration.

I have a question, as the title suggerst about the "/" key (described as "immediate/interleaved/asynchronous loading modes" in the manual (0.95)

Can you go into more detail about what these modes are? What one is better for faster loading?

Thank you in advance,
Rob.
 
SpaceEngineerDate: Wednesday, 28.03.2012, 11:40 | Message # 2
Author of Space Engine
Group: Administrators
Russian Federation
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Sorry, this is a machine translation, I shall edit it tomorrow:

Resource - the fact that the boot loader loads or generates: texture, surface patch of the planet, opens up a host of stars (and now with galaxies), a 3D model of the galaxy or nebula, the model of the subsystems of the galaxy and star cluster (opens up a star, star clusters and nebulae), Planetary star system, shader model of the atmosphere.

Immediate - generation or load resource is immediate as soon as it becomes necessary (puts it in the field of view, it is big enough and bright enough for the approximation), thus rendering stops until the resource cannot be loaded. This means that the game will lag, although typically the generation of textures when landing on the planet is faster than the other modes (since the engine is not diverted to render frames with a partially loaded planet). This mode is ideal for video recording, coupled with the timing mode Frame Time.

Interleaved - requests for generation or load resources are accumulated in the queue, and is downloaded, or generation occurs between frames. If the time spent on it than the value in the config LoaderTiming main.cfg (milliseconds), download the following resources in the queue is postponed to the next frame. In this mode, the control does not lag, but the most serious cases (shaders, models of galaxies), and fps is down because the time is spent in each frame to boot.

Asynchronous - requests for generation or load resources accumulated in the queue, and load or generation itself is in another thread, with this speed. Ideally, management should not even notice that something is happening, fps should not slow down (or go down slightly), and loading is to occur faster than in Interleaved mode if the processor is a multicore, since it operates two nuclei. In practice, it turns out that OpenGL does not like multithreading, so when loading textures or shaders in the graphics rendering is suspended - there is lag, and lag is even stronger than in Interleaved mode. In addition, the program may fall - Asynchronous mode is not fully debugged.

In future versions I plan to share the load CPU-dependent resources (galactic stars and this opens up a subsystem of galaxies, solar systems) and GPU-dependent resources (textures, meshes, VBO, shaders) - pevrye loaded into several parallel streams (the number of available processor cores ) and the second between shots.





 
j0KeRDate: Wednesday, 28.03.2012, 12:16 | Message # 3
Explorer
Group: Users
Greece
Messages: 178
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So what is the best option right now to use ?




"Novus Ordo Seclorum"

Intel Core(E6850) 2 Duo 3.00 GHz \ Geforce GTX560 1024MB \ 4GB 667(MHz) 2 Channel RAM \ Windows 7 (32bit) \ Samsung SA700D 120hz (3D)
 
HarbingerDawnDate: Wednesday, 28.03.2012, 17:44 | Message # 4
Cosmic Curator
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United States
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Interleaved is the best mode to use right now for the most part. If you just care about getting a scene loaded as quickly as possible and don't want to move the camera (loading for a screenshot) or if realtime rendering is not a factor (recording a movie) then immediate is faster. But for general use (i.e. 99.9% of the time) you will want to use interleaved.




All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
j0KeRDate: Wednesday, 28.03.2012, 19:03 | Message # 5
Explorer
Group: Users
Greece
Messages: 178
Status: Offline
Got it , thank you ;p




"Novus Ordo Seclorum"

Intel Core(E6850) 2 Duo 3.00 GHz \ Geforce GTX560 1024MB \ 4GB 667(MHz) 2 Channel RAM \ Windows 7 (32bit) \ Samsung SA700D 120hz (3D)
 
Elbarto84Date: Wednesday, 28.03.2012, 19:55 | Message # 6
Space Tourist
Group: Users
Brazil
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That's good news for my quad core machine Space Engineer! Looking forward to it =)
 
Forum » SpaceEngine » General Discussions » Immediate/Interleaved/Asynchronous modes in SE (Pros and cons of each mode)
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