I'm going to keep going with "random stuff I looked at today" and see if there's something for authors mixed in.
I spent part of today measuring shader and texture changes in our engine under heavy load - my goal was to get a sense of how much data we'd be pushing through a next-gen API (e.g. Vulkan, Metal, DX12) if we just did a straight port of the engine. This was just a fact finding mission.
The only problem was: the numbers were just absolutely awful. Terrible. Unusable!
Then I noticed the other thing: the entire area of KSEA was littered with thousands of Fed-Ex trucks. Just tons and tons of them! Only Fed-Ex trucks on the road, and only Fed-Ex trucks parked on the street.
Leftovers For Lunch
The Fed-Ex trucks were a left-over. I do this to myself all the time: I create a dumb custom scenery pack to test some part of the sim and then forget to remove it from my working X-Plane folder.
Before X-Plane 1040 there was a bug where cars and trucks on the road could crash the sim if you viewed them across a DSF tile boundary and the 3-d models were not instanced. This last point is why the bug went unfixed for so long; the car set we ship with is entirely instanced for performance.
So I built a library with a Fed-Ex truck that was intentionally not instanced to reproduce the bug and forgot about it. The custom scenery pack was why my traffic looked silly, and the non-instanced traffic was why my stats showed the rendering engine doing 4x more on the CPU work than it was supposed to.
(Since X-Plane was in debug mode, the framerate was expected to be terrible due to unoptimized code and debug checks running on an old laptop with the scenery cranked to the max.)
So there's a take-away here and it is:
OBJs in a Custom Vehicle Pack Should Be Instancing-Friendly
There are a few custom vehicle packs for X-Plane floating around the web, and the quality of the objects with regards to performance is mixed and overall not very good - probably some of these packs pre-date X-Plane 10.
Instancing is the ability for X-Plane to draw more than one OBJ in a single instruction to the GPU. We implement instancing by observing your OBJ as we load it and noting whether the OBJ contains anything complicated (dataref usage, animation, lots of material changes) or if it is more or less just a big pile of triangles.
If we have the latter case, then we mark the object as instancing friendly, and when it is drawn, all objects of that type are collected and drawn at once. The instancing code path in X-Plane is thus separate and much faster for both X-Plane itself and the driver.
Since you can have a lot of the same car on the roads, even with a varied collection, it's worth it to be instanced!
How to Tell If Your Object Is Instance-Friendly
To see if your object is instancing friendly:
- Make a custom scenery pack and place ten of the objects very close to each other (e.g. at an airport).
- Load the airport in X-Plane and in DRE set the art control "terrain/kill_clusters" to 1.
When you do this, all of the instanced objects that come from DSFs will disappear, and all of the non-instanced ones will remain.
Your object will be instance-friendly if:
- It uses no animations
- It uses no ATTRibutes mid-object - use the new GLOBAL properties instead
- For cars, LOD is okay (but non-additive LOD will make the WED test fail). For cars you should only use one LOD anyway.
- Only some named lights are instancing friendly; fortunately the headlight/taillight ones are.
Draped geometry is instancing-friendly, but don't use it for vehicles.
In the new Blender 2.7 exporter (and our branch of the Blender 2.49 exporter) instancing is made quite easy: you mark an object as "instanced" and one of two things will happen:
- Blender will write only stuff that is instancing friendly or
- The export will fail with an error telling you what you did wrong.
Thus when you -need- something to be instanced (scenery objects, etc.) you just tell the exporter to enforce it.
Here are some things where instancing really matters:
- Repeated buildings in autogen.
- Static aircraft that repeat a lot.
- "Clutter" on the ramp (baggage trucks, etc.).
- 3-d modeled vegetation that gets repeated.
- Cars (both parked and moving)
Here are some cases where it does not matter:
- Aircraft-attached objects. Since aircraft attached objects aren't usually repeated and almost always have a lot of complicated stuff, instancing doesn't matter or work here. Instancing is really for scenery.
- Single extremely complicated objects like the Nimitz.
Right now objects drawn with the XPLMDrawObjects API call do not benefit from instancing, but this is probably something that will change in the future, as long as every "instance" is fed through a single XPLMDrawObjects call.