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A New Broken Record

For years now I’ve been harping about ways to keep the number of batches down in your scenery. A batch is a single submission of triangles to the graphics card for drawing. Batches get rendered fast even if they contain a ton of triangles, but changing modes between batches is not very fast, so a few large batches is hugely better for performance than a large number of tiny batches.

To play that broken record one more time, there are two ways that you (a scenery designer) can cut down the number of batches):

  • Use a small number of larger textures instead of a large number of small textures, preferably sharing textures between similar scenery elements that are placed nearby. X-Plane will do its best to merge the content that uses those textures into single batches. We call this the “crayon rule.”
  • Use less attributes in your objects. Attributes usually require a new batch (after the graphics card mode has been changed due to the attribute). So if you’ve got 1000 attributes in your object, you’ve got a problem.

Well, with X-Plane 9 I have a new broken record: avoid overdraw!

Overdraw is the process of drawing pixels on top of other pixels on screen. It happens any time we use blending to do translucency, and any time we use polygon offset to build the image in layers.

Overdraw is bad because with X-Plane 9’s pixel shaders, most users are slowed down by the graphics card’s ability to fill in pixels (pixel fill rate), with those complex shaders being run for every pixel. If you are at a screen-res of 1200×1024 looking at the ground with no objects, that might be 1.2 million pixels to fill. But if there is an overlay polygon covering the ground, we have 2.4 million pixels to fill! That’s a huge framerate hit.

Right now there’s not much you can do about overdraw. Once MeshTool comes out I will post some guidelines on how you can limit overdraw.

We took a step in the v9 global scenery to limit overdraw: in X-Plane 8 the global scenery tried to hide repetition of flat textures by drawing them over each other with offsets. In X-Plane 9 this is done in a pixel shader (e.g. the texture is analyzed and swizzled in the shader and then drann once), cutting down the number of times we must draw.

If you turn pixel shaders on and off in a flat area like Kansas you might see this if you compare the screenshots – the farm textures are more repetitive without shaders. This gives faster fps to everyone (with or without shaders) by eliminating overdraw.

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Scenery and the New Plugin SDK

Sandy and I are working on a major revision to the plugin SDK (all the old stuff will work, we’re just adding new things) that should be available in X-Plane 9 soon. The new “2.0” SDK APIs include some new functionality for working on scenery.

  • Plugins can find the height of the ground at a given location, which is necessary to draw in the 3-d world in a realistic way (e.g. vehicles that drive on the ground in a sloped airport environment).
  • Plugins can load and draw OBJ files using X-Plane’s built-in facilities. I’ve posted OBJ drawing code in the past, but this makes things even easier.
  • Plugins can lookup virtual paths in the library to find artwork from scenery packages.

This makes a number of scenery-system concepts available to plugins.

I’ve been resisting OBJ-drawing support in the SDK for a while, but a few things changed my mind:

  • We’ve moved as much drawing in X-Plane to OBJs as possible and it’s been a big win. A lot of the dynamic elements are OBJs, they’re used in scenery and cockpits and airplanes. Using OBJ files means our artists (who are not programmers) can customize just about every aspect of the sim. So by providing a file format with a rich tool chain to plugins, hopefully we are helping third parties streamline content development.
  • With pixel shaders, X-Plane’s 3-d drawing environment has become complex and hard for third parties to safely augment. By encoding drawing at a higher level via pre-built OBJs (which can be animated via plugin-driven datarefs) we can insulate plugins from drawing-environment changes.
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I Broke Volumetric Fog

I’ll try to get it fixed soon….it’s a bit frustrating, because it’s the second time in the last week that I made a change to X-Plane to try to improve performance, tested it on my hardware, then discovered in-field that it helps some machines but screws up a lot of others.

The fog was a screw-up though…it’s broken on the 9600XT and I have one of those.

(I’m not entirely sure what the minimum graphics card for volumetric fog will turn out to be…right now we let you use it no matter how slow it makes the computer, but generally it’s been sort of a performance problem…it’s just a very expensive algorithm that needs some kind of restructuring.)

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Formats that are not changing

If you have content that worked in 864 but does not work in 9, please file a bug! Please do not assume we intentionally changed the file formats to break compatibility…I would rather get the bug report so we can fix X-Plane than have you change your work.

For every author who changes his or her work in response to a bug (an accidental breaking of compatibility), we’ll have dozens of users who find their add-ons not working but not knowing how to fix it themselves.

With that in mind, beta 16 will have two fixes:

  • Some panels were showing the default instrument backgrounds over custom panels. This will also be fixed in the next beta.
  • Lit customized overlay parts were not showing. This will be fixed in the next beta.

So if you see those bugs, please check your plane against the next beta when it comes out. If you find other problems, please file a bug!

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Panel texture in weird places

X-Plane 8 didn’t care much whether you used ATTR_cockpit in scenery objects or other strange places. It would simply show the cockpit panel texture, and if it hadn’t been updated, you might see an old one, and if it had never been used, maybe you’d see the random (but colorful) contents of memory. Similarly if you could get close enough to another airplane to look in the window, you’d see your own panel, since there is only one panel texture (for the user’s airplane) in the entire scenery system.

This is a bigger problem in X-Plane 9.

  • Because the panel texture can be expensive for big panels, we are a lot more aggressive about not setting up the panel texture if we can avoid it. This means that sometimes the texture doesn’t exist at all. This is why in beta 14 you get an error if you do a formation flight having only been in “w” (forward 2-d) view…the panel texture doesn’t yet exist, but the exterior view of the Cessna tow plane uses it.
  • With panel regions there can be up to four panel textures, so you can see the potential for anarchy.
  • Panel textures aren’t even the same size any more, causing the wrong-panel-in-AI-plane problem to look even weirder than before.

So in beta 15, the panel texture is replaced with a dummy white texture for:

  • Any cockpit object for an AI plane.
  • Any scenery objects that are illegally using the panel texture.

This prevents crashes and other nasty stuff. If you want to make the panel be visible in your AI plane, consider using LOD to make a non-panel-texture “fake” cockpit image (at a very small res) at farther LODs. My guess is that in normal usage of the sim you’d really have to do something dangerous to get close enough to see the hack.

We did discuss live panels for all planes (for all of about 3 seconds), but the live panel texture in 3-d is so expensive that it’d be prohibitive to most users for even one AI airplane, let alone 20!

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It’s Time to Try Nine

If you create plugins, airplanes, or scenery for X-Plane and haven’t tried your add-ons with X-Plane, please do so soon!! It’s much easier for us to fix backward-compatibility problems while we’re still in beta. Beta 14 introduced some bugs (that should be fixed in beta 15 real soon) but I think we’re reaching the point where you can do compatibility testing.

We’re working on a public Linux beta – see here.

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Beware the Forceware

Brett and a few other users pointed out to me that the nVidida ForceWare 169.21 release appears to hose video for X-Plane. If you have an nVidia card, don’t update, or you may want to back up a version.

This kind of thing has happened in the past – hopefully a revision will come out fairly soon. (But I do not have contact with the nvidia driver team for Windows on this…)

Also some users are seeing corrupt startup screens with ATI hardware – apparently some configs don’t react well to us turning vsync off. Not quite sure what we’ll do about that yet, but hopefully a fix will be in the next few betas.

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Is Bigger Always Better?

We’ve been preaching “one big texture, not lots of little textures” for a while now, and generally speaking, packing a lot of art into one big texture makes life eaiser for X-Plane, because it can draw more triangles at once before it has to tell the card to change what it’s doing. Inside the company we call this the “crayon rule“.

Now the total set of geometry and textures that X-Plane needs to use for one frame is the “working set” – you can think of it as the crayons that you keep out of the box because you need them all the time. And as I said before, if the working set becomes too big, your framerate dies.

Now with large panels we’re seeing a new phenomenon, one of the first cases where the crayon rule might not be true. The reason is due to working set.

When you make an airplane with a large panel in version 9, you can either use ATTR_cockpit, which lets you use the entire panel as a texture, or you can use ATTR_cockpit_region, which will let you use several parts of the panel. Each ATTR_cockpit_region is a texture change, so that’s more crayons. And yet ATTR_cockpit_region is usually faster.

The reason is two-fold:

  1. You can often use cockpit regions that don’t cover the entire cockpit texture. Large panels are rounded up to 2048 if the are larger than 1024 in any dimension, so the “wasted space” in a 1600×1600 panel is actually quite huge. If you can get away with some smaller regions, your total panel texture area is smaller because there isn’t wasted space due to this rounding, and you can also skip things like Windows. Prepping the panel texure takes time, and it’s done once for lit and once for non-it elements, so it adds up!
  2. It turns out there are two categories of textures that contribute to the working set: static texures and dynamic ones, and their impact on VRAM is very different. Dynamic textures are much more expensive. The panel texture is dynamic and it’s uncompressed, so it really costs a fortune. (32 MB of VRAM for 1600×1600. That’s not a lot for a static texture but for a dynamic one that’ll kill you.)

Here’s the details on dynamic vs static textures: the OpenGL driver keeps a backup copy of a texture in main memory, so that if it has to purge VRAM (to make room for more stuff) it still has the texture. As it “swaps” textures, the process is to simply send textures as needed from main memory to VRAM. No big deal.

But with a dynamic texture, the texture has been modified in VRAM! So the copy in system memory is old and stale. The graphics card thus must send the texure back to main memory, consuming twice as much bus bandwidth as normal. (To free 16 MB of VRAM and refill it takes 32 MB of transfer, 16 MB to copy the old texture back to system RAM and another 16 to send the new textures to VRAM.) On non-PCIe cards, this back-transfer might be at 1/8th the speed of the transfer to the card, so this is even worse on AGP cards.

Thus the driver does its best to not throw out dynamic textures. And this is why the panel texture is so expensive. That P180 will cause X-Plane to make two 16-MB dynamic texures, and those textures will cause 32 MB of VRAM to basically be off the table. That’s less space for the other textures to swap in and out of. This kind of “permanent allocation” makes the VRAM budget tighter for all other drawing operations.

Given the right combination of large panels, large res, pixel shader effects (which make more dynamic textures), clouds, and FSAA, you can easily get even a 256 MB card to a state where the free space into which static textures are shuffled becomes horribly small, and the framerate just dies.

So the moral of the story is: yes, it can be worth 4 crayons (using panel regions) to avoid the huge cost of dynamic textures from large panels.

As to static textures (regular DDS files) that are 2048×2048 – the jury is still out but my guess is they don’t represent a huge performance problem. As one user pointed out to me, they’re only 2 MB when compressed (maybe more with alpha) so they’re not insanely huge, and they can be swapped out.

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Happy New Years

Lori and I are about to leave for a New Years Eve ski trip, but before I shut down the laptop for the last time in 2007 I wanted to say: Happy New Years to everyone in the X-Plane community. I had a lot of fun working on X-Plane in 07 and hopefully the sim brought you enjoyment too. I think 2008 is going to be very exciting – version 9 plants the seeds for a lot of interesting new possibilities during the version run.

When I get back I’ll post a bit on panel regions, for which I have the first performance numbers, as well as some of the strange effects FSAA has on the sim. We should have a progress report on Linux soon too.

See you next year!

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Script Files and Options

Sometimes we find that users machines cannot run without hiding OpenGL driver features from X-Plane. That is, the computer says it can support VBOs, but when the sim asks for a VBO, something really bad happens. X-Plane (since mid-version 8) accepts a series of command-line options that cause the sim to ignore the given feature.

These kind of bugs come and go as drivers are updated, the sim changes which technology it uses, and hardware cycles through the user base. The biggest one we’re seeing right now is that the new iMacs show runway lights as white squares unless the sim is run with the –no_sprites option.

We’re trying a new way to address these problems. In the past we would give users the command-line option; now we are building double-clickable script files that launch the sim with the appropriate options. Theoretically this…

  • Is less error prone for users.
  • Is quicker for users who may have to use the command-line option every time they launch the sim until a driver update becomes available.
  • Is quicker for us (in that we spend less time mailing out instructions and helping users who are unfamiliar with a command-line environment).

We did consider some other options, but this seemed like the least evil. The runners-up:

  • Just turning off the hardware feature permanently. We ruled this out because the performance hit would be significant and affect all users.
  • Attempt to identify and auto-turn-off known bad options. We do this in some cases, but it requires changes to the sim code, so this does no good if a new video card comes out after a given x-plane release and introduces new problems. so it’s not a total solution. Also since a bug might be resolved in-field, if X-Plane auto-avoids certain configurations we have to patch the sim once the configuration starts to work again.
  • Provide a user interface to turn these options off inside the sim. This was ruled out for two reasons: first, some of these options cause the sim to crash before a user can ever get to the rendering settings. Second, turning off these kinds of options can really kill performance, so leaving the options in sight produces a whole new tech support option. (A user tells us their framerate is awful at the lowest settings…perhaps they turned off the hardware acceleration options in an attempt to get the lowest settings…etc.)

We’ll see how well this approach works. So far it seems to be working better than handing out command-line options.

(Of course if we can address the problem by working around it with a change to our code, we almost always choose this option.)

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