Category: Development

Precomputed Scenery – the Good and the Bad

This thread on X-Plane.org sparked off quite the discussion. Now a lot of this is a discussion of when LR will have an overlay editor – there are a few overlay editing functions that Jonathan Harris’ excellent OverlayEditor apparently does not yet support, sparking this discussion.

(I am not saying that LR should rely on Jonathan to do an overlay editor. But I am saying that the complaints I hear about a lack of overlay editing go down when Jonathan’s overlay editor does everything that the file formats can do.)

But another part of the discussion focused on the problem of mesh editing. In particular, the basic terrain in a DSF is a fully baked output of a complex process that starts with higher level GIS input data. In other words, we start with a raster DEM, polygon coastline, apt.dat file, vector roads, and a bunch of config files and hit “bake” and a DSF comes out the other side, with a lot of processing.

This is very different than FS X, which integrates its data sources on the fly. Why did we choose a precomputed route for scenery? It has some pros and cons. (In understanding how we made these decisions, think back to what scenery was like with X-Plane 7 and ENVs and single-core machines.)

Performance

The main benefits of preprocessing scenery are performance related. When you process scenery data into the final scenery while flying, that computer power takes away from the rendering engine, thus cutting down fps. At some point you have a zero-sum game between how much cost there is to loading scenery and how complex the scenery integration can be; you have to pick very simple scenery integration algorithms to keep fps up.

(This is less of an issue as more cores become available, but is still a factor.)

When pre-processing, we can use algorithms that take minutes per DSF without affecting framerate.

Similarly, there might be scenery processing algorithms that improve fps by optimizing the output triangles – but do we have time to run these algorithms during load? With preprocessing we have all the time in the world because it happens once before the DVDs are burned.

Preprocessing also breaks a similar zero sum game between scenery data size and quality; the source data we use to make the scenery is a lot bigger than the 78 GB of DSFs we cut; if we had to ship the source data, we’d have to cut down the source data quality to hit our DVD limitations. With be-baking we could use 500 GB of source data without penalty.

Format Flexibility and Stability

The second set of benefits to preprocessing are flexibility benefits. (Consider the file format churn of the ENV days.)

– With a preprocessed scenery file, what the author creates is what the user sees – X-Plane does not go in and perform subjective integrations on the scenery later that might change how it looks in a negative way.

  • There is no need to revise the scenery file formats to introduce new data sets, because new data sets and old are all processed to the same final DSF container format.
  • A wide variety of mesh generation techniques can be employed because the mesh generation is not built into X-Plane. This is a flexibility that I don’t think anyone has really utilized.
  • Changes of behavior in the scenery generation toolset can never affect existing scenery because that scenery is already preprocessed; this help compatibility of old file formats.

Integration Issues

There are some real limitations to a pre-processed format, and they are virtually all in the bucket of “integration issues” – that is, combining separate third party add-ons to improve scenery. In particular, in any case where we preprocess two data sources, we lose the opportunity for third parties to provide new scenery to replace one of those data sources and not the other.

Airport is the achilles heal where this hurts us most; while airport layouts are overlays and can be added separately to the scenery system, the elevation of the base mesh below the airport needs to be preprocessed. This is something I am still investigating – a tolerable fix that other shave proposed is to allow an overlay scenery pack to flatten a specific region regardless of the user setting (so an author can be assured of a flat base to work from).

Preprocessing does fundamentally limit the types of third party add-ons that can be done; with version 9 and overlay roads, we are getting closer to letting road add-ons be overlays (see this post).

It appears to me that integration isn’t the primary complaint about the scenery system (the primary complaint is lack of tools) but we’ll have to see once we have mesh editing tools (mesh recreation tools really) whether preprocessing still limits certain kinds of scenery.

Note that a lack of tools or a lack of tool capability is not an inherent limitation of pre-processed scenery. We have an incomplete tool set because I have not written the code for a complete tool set, not because it cannot be done.

(The complexity of writing base mesh editing tools is a function of the complexity of a vector-based base mesh – this is also not related to pre-processing per se.)

Tools

In the end, I think the question of tools is not directly tied to the question of pre-processing. Whether we have scenery that is processed by X-Plane or a preprocessing tool, we have the same issues:

  • Good tools require an investment in coding user interface.
  • The code to convert source data which users might want to edit (like a polygon that defines a lake) to data the simulator might want to use (like a list of 78,231 triangles) has to be written.

I don’t think either option (pre-processing or in-simulator processing) reduces the amount of work to be done to create a good toolset.

As a final thought, using scenery file formats that are “easier to edit” (e.g. a file format that contains a polygon for water rather than triangles) doesn’t make the total code for scenery tools + simulator any easier; it just moves the task of “processing” the scenery from the tools to the simulator itself.

Posted in Development, File Formats, Scenery, Tools by | Comments Off on Precomputed Scenery – the Good and the Bad

Threaded FM – Probably Not

I always have to hesitate before posting a possible future direction to my blog – our future plans are a road map, a direction we intend to follow, but if circumstances change, our plans change. (This is one of the great powers of software: the ability to be flexible!) Unfortunately in the past, I’ve posted ideas, and then when we didn’t productize them, gotten back “but you promised X” from users. So now I’m a little bit gun-shy.

But let’s try the reverse: what about a feature that I am now pretty sure won’t go into the sim?

We were looking at running the flight model on a separate core from the rendering engine.  The idea is that the less work must be done in series with that main rendering thread, the higher the total frame-rate.  But now it looks like it’s not worth it.  Here’s my logic:
  • The rendering engine now runs best on at least two cores, because all loading is done on a second core.  So unless you have a 4+ core machine, X-Plane is utilizing close to all of your hardware already.
  • The flight model isn’t very expensive – and the faster the machine, the less percent of time the flight model takes (because it does not become more expensive with higher rendering settings).
  • Therefore I must conclude: threading the flight model would only help framerate on hardware that doesn’t need the help – modern 4+ core machines.

So why not code it?  (Even if the improvement in framerate would be pretty low, it would be more than zero.)  Well, besides the opportunity cost of not coding something more useful, there’s one thing that makes a threaded flight model very expensive: plugins.

Plugins can run during various parts of the rendering engine, and they can write data into the flight model.  I bounced a number of ways of coping with this off of Sandy, Andy, and others, and I don’t see a good way to do it.  Basically every scheme includes some combination of a huge performance hit if a plugin writes data from render time, a lot of complexity, or both.
So the simplest thing to do is to not try to thread the FM against the rendering engine, and instead continue to use more cores to improve the rendering engine.
This doesn’t apply to running more than one FM at the same time (e.g. AI planes and the main plane at the same time).  It’s the question of the FM vs. the rendering engine that I think now is not worth the benefit.
Posted in Development by | 1 Comment

Another Programmer

With the iPhone and X-Plane 9, we’ve been very busy…with this in mind, I am pleased to announce the latest engineer to join Laminar Research.

“Nubblet” would like you to know that the MacBook Pro is, in fact, “hers”. 🙂
Posted in Development by | 7 Comments

New Installers

The 2.05 installer is now released – this is a multi-language update that fixes a few bugs and makes the map interface more usable. If you have existing DVDs, you may want to use the new 2.05 DVD installer because it scans the scenery folder very quickly when you pick “add-remove scenery”.

(The old installer would check the signatures of all scenery files – this one simply checks whether they exist.)

No URLs have changed – installers will always have the same file names and live at the same URLs; you can pick “Get Info” or “Properties” to tell their version (or run with –version on Linux).

I have a ton of emails I need to get through, so if you emailed me, I do apologize; I will try to clean out the pending tech support issues, etc. in the next week.

Posted in Development, News by | Comments Off on New Installers

Releases, Bugs, and the iphone

Sometimes I have one of those weeks where all I do is look at crashes and weird behavior.  This is turning into one of those weeks.  So here’s some status on the various bugs floating around.

I should say: you’ll find a lot of developers blaming the technology providers for bugs (just look at how many OpenGL developers have blamed ATI for their apps crashing).  Sometimes it’s the app, sometimes it’s the driver.  More importantly:
  • You don’t know who’s fault it is until you fully understand the bug.
  • The fix for a bug might not be in the broken code.  That is, one piece of code can work around a bug in another.

So…you can’t necessarily tell whose fault it was from new drivers coming out, us changing the sim, etc.  But…when it’s my stupid code, I’ll admit it openly – no one should think that a bunch of other smart programmers are screwing up on my behalf.  (This is also useful to other apps developers, who can know that my bug isn’t the same as their bug, since my bug was in my code.)

X-Plane: we’re happy with 921r2 finally…the final bug (crash on startup on the Mac) was due to an incompatibility between Apple’s OpenAL implementation and special memory allocator (which is really just a wrapper around NEDMalloc).  I still don’t know exactly what the rules should be (you try reading the C++ spec!) but for now we turned the allocator off on Mac.
(This brings up another issue about bugs – you can’t tell whose bug it is by whose code crashes, since one piece of code can sabotage another.)
So the next X-Plane release will probably be 930, with new features.  We may have a few more language patches if needed.
iPhone: the 9.01 iPhone patch is out, and it improves framerate a bit.  We are still seeing crashes on startup for users who have just downloaded the app.  Rebooting the phone will fix this, but please see this post for more info!  We need your help to collect more data.
Radeon 9800 on Windows: for the longest time we’ve had users reporting “framebuffer incomplete” errors when using catalyst 8.x drivers, an R300 chipset, and Windows with X-Plane 9.x.  I have been trying to reproduce this problem “in the lab” off and on for months, but finally saw it this week.  From what I can tell, we’re getting into some low-memory condition and the driver is freaking out in various ways.  The command line options people sometimes use to get past this are probably rearranging memory, not saving it.  I don’t know why the Catalyst 7.x drivers don’t have this problem.  But…at least I am making more progress than I was before.  Please see this post for more info.
Installers: I am working on the 2.05 installer.  I have seen a number of users report problems running a full install from DVDs, so I am just starting to investigate that.  I will post more when I have something to test.  Unfortunately the problems reported are not something we see here.
Posted in Development, News by | 1 Comment

The Future of Triangles Part 5: The Technology of the Future

I’ve rewritten this post about four times now…let me try the brief version.

Basically, X-Plane is not an early adopter of graphics technology. Because of the nature of the rendering we do, we can directly benefit from “more of the same”, e.g. if you simply gave me twice as many objects per second or twice as many polygons, we could make the sim look a lot nicer. So we don’t need to adopt new graphics technologies until they’re proven in games that need them more, like first person shooters. We’re a small company with no influence on the industry, so we write the tightest message we can and use new features when the dust settles.

(From a utilization standpoint, we also provide the best graphics to the most people by using card features that are going to become wide spread, so it doesn’t make sense for us to gamble on vendor-specific extensions that might not become available to everyone.)

With that in mind, there is some cool stuff that people are talking about that maybe someday we’ll get to play with:

  • Irregular Shadow Mapping – given a super-programmable card, you can create a rendering scheme that optimizes shadow map creation to remove artifacts.
  • Out-of-order blending – the graphics card resorts incoming geometry so that all translucent geometry is drawn back to front. Doing this on the CPU is expensive (and in X-Plane’s case, we often just don’t get it right at all).
  • Multiple dispatch to multiple targets. Even on a big multi-chip GPU (a lot of modern cards are two cards stuck together) the only render to one screen or texture at a time, even if there are a lot of parallel elements. This is good for a few big complex scenes but not good for lots of small scenes. I’d like to see all vendors support dispatch to multiple targets – this will make things like dynamic reflection via environment cube maps potentially a lot faster.
  • Voxel Octrees. This is the one I hear a lot about – basically it’s a change from 2-d to 3-d data structures on the graphics card to manage fast access to large chunks of graphics data. (Shadow maps, z-buffers, and environment maps are all more or less 2-d data structures.)

Will we see this? I don’t know. Will Larabbee change everything? Who knows…Intel has to build a high-end graphics card to fight ATI and NV’s attempt to get into supercomputing, but if they happen to also build a really nice video card, I can live with that. But I won’t hold my breath – the titans need to duke it out without me!

Posted in Development, Scenery by | Comments Off on The Future of Triangles Part 5: The Technology of the Future

The Future of Triangles Part 4: Pie in the Sky

Per-pixel lighting is something I hope to have in X-Plane soon.  A number of other features will take longer, and quite possibly might never happen.  This is the “pie in the sky” list – with this list, we’re looking at higher hardware requirements, a lot of development time, and potential fundamental problems in the rendering algorithm!

High Dynamic Range (HDR) Lighting
HDR is a process whereby a program renders its scene with super bright and super dark regions, using a more detailed frame-buffer to draw.  When it comes time to show the image, some kind of “mapping” algorithm then represents that image using the limited contrast available on a computer monitor.  Typical approaches include:
  • Scaling the brightness of the scene to mimic what our eyes do in dark or bright scenes.
  • Creating “bloom”, or blown out white regions, around very bright areas.

Besides creating more plausible lighting, the mathematics behind an HDR render would also potentially improve the look of lit textures when they are far away.  (Right now, a lit and dark pixel are blended to make semi-lit pixels when far away as the texture scales down.  If a lit pixel can be “super-bright” it will still look bright even after such blending.)

Besides development time, HDR requires serious hardware; the process of drawing to a framebuffer with the range to draw chews up a lot of GPU power, so HDR would be appropriate for a card like the GeForce 8800.
While there aren’t any technical hurdles to stop us from implementing HDR, I must point out that, given a number of the “art” features of X-Plane like the sun glare, HDR might not be as noticeable as you’d think.  For example, our sun “glares” when you look at it (similar to an HDR trick), but this is done simply by us detecting the view angle and drawing the glare in.
Reflection Mapped Airplanes
Reflection maps are textures of the environment that are mapped onto the airplane to create the appearance of a shiny reflective surface.  We already have one reflection map: the sky and possibly scenery are mapped onto the water to create water reflections.
Reflection maps are very much possible, but they are also very expensive; we have to go through a drawing pass to prepare each one.  And reflection maps for 3-d objects like airplanes usually have to be done via cube maps, which means six environment maps!
There’s a lot of room for cheating when it comes to environment maps.  For example: rendering environment maps with pre-made images or with simplified worlds.
Shadows
Shadows are the biggest missing feature in the sim’s rendering path, and they are also by far the hardest to code.  I always hesitate to announce any in-progress code because there is a risk it won’t work.  But in this case I can do so safely:
I have already coded global shadow maps, and we are not going to enable it in X-Plane.  The technique just doesn’t work.  The code has been ripped out and I am going to have to try again with a different approach.
The problem with shadows is the combination of two unfortunate facts:
  • The X-Plane world is very, very big and
  • The human eye is very, very picky when it comes to shadows.

For reflections, we can cheat a lot — if we don’t get something quite right, the water waves hide a lot of sins.  (To work on the water, I have to turn the waves completely off to see what I’ m doing!)  By comparison, anything less than perfect shadows really sticks out.

Shadow maps fail for X-Plane because it’s a technology with limited resolution in a very large world.  At best I could apply shadows to the nearest 500 – 1000 meters, which is nice for an airport, but still pretty useless for most situations.
(Lest someone send the paper to me, I already tried “TSM” – X-Plane is off by about a factor of 10 in shadow map res; TSM gives us about 50% better texture use, which isn’t even close.)
A user mentioned stencil shadow volumes, which would be an alternative to shadow maps.  I don’t think they’re viable for X-Plane; stencil shadow volumes require regenerating the shadow volumes any time the relative orientation of the shadow caster and the light source change; for a plane in flight this is every single plane.  Given the complexity of planes that are being created, I believe that they would perform even worse than shadow maps; where shadow maps run out of resolution, stencil shadow volumes would bury the CPU and PCIe bus with per-frame geometry.  Stencil shadow volumes also have the problem of not shadowing correctly for alpha-based transparent geometry.
(Theoretically geometry shaders could be used to generate stencil shadow volumes; in practice, geometry shaders have their own performance/throughput limitations – see below for more.)
Shadows matter a lot, and I am sure I will burn a lot more of my developer time working on them.  But I can also say that they’re about the hardest rendering problem I’m looking at.
Dynamic Tessellation
Finally, I’ve spent some time looking at graphics-card based tessellation.  This is a process whereby the graphics card splits triangles into more triangles to make curved surfaces look more round.  The advantage of this would be lower triangle counts – the graphics card can split only the triangles that are close to the foreground for super-round surfaces.
The problem with dynamic tessellation is that the performance of the hardware is not yet that good.  I tried implementing tessellation using geometry shaders, and the performance is poor enough that you’d be better off simply using more triangles (which is what everyone does now).
I still have hopes for this; ATI’s Radeon HD cards have a hardware tessellator and from what I’ve heard its performance is very good.  If this kind of functionality ends up in the DirectX 11 specification, we’ll see comparable hardware on nVidia’s side and an OpenGL extension.
(I will comment more on this later, but: X-Plane does not use DirectX – we use OpenGL.  We have no plans to switch from OpenGL to DirectX, or to drop support for Linux or the Mac.  Do not panic!  I mention DirectX 11 only because ATI and nVidia pay attention to the DirectX specification and thus functionality in DirectX tends to be functionality that is available on all modern cards.  We will use new features when they are available via OpenGL drivers, which usually happens within a few months of the cards being released, if not sooner.)
Posted in Development, File Formats by | 2 Comments

Bad Alloc, New Patch, New Installers

The 921 patch is now available. This fixes the bad-alloc problems relating to complex airports.

Please note: if you have a bad-alloc crash, it could be because you are out of memory. Make sure you have virtual memory turned on, your page file is large enough, your disk isn’t full, etc. If you have a bad alloc error, try the sim without third party add-ons to see if you really are running out of memory. If you are running Vista or XP, use /3GB or the BCD – see this for more info. Basically when you are running out of memory, you either can crash on “bad alloc” if we need memory for the CPU or “we ran out of video card memory” if we can’t map geometry into virtual memory.

If you get a crash with 921 on OS X, please let me know by email! I’ve seen one of these reports.

I also have cuts of the new installer/updater suite, version 2.05 – if you are going to update, tryo ne of these:

//dev.x-plane.com/update/installers9/stage/

The main features of the new installer are:

  • Support for French, Spanish, Italian, German, and Russian.
  • Clearer colors on the world map.
  • Scanning the global scenery folder to add/remove scenery is much faster.

I recommedn the new installers for that last point alone.

Posted in Development, News by | 1 Comment

The Future of Triangles Part 1: Terminology

The triangle is at the heart of 3-d modeling – but before we discuss what might become of the triangle, we need terminology.

  • Per-vertex lighting.  This means that the brightness of the model (a function of the sun and camera position, etc.) is calculated for each vertex in the model, and then crudely interpolated between the vertices to light the pixels.
  • Per-pixel lighting.  This means that the brightness of the model (a function of the sun and camera position, etc.) is calculated for every pixel on the screen separately.
  • Tessellation.  This is the process of splitting a triangle into a number of smaller triangles, increasing the number of vertices in a model.
  • Specular lighting.  The specular lighting component is an extra amount of brightness that you get when the angle from the sun to the model to your eye is very small.  (That is, if the model was a mirror and you could see the sun by looking at a certain location, then that location would have a bright “specular hilite”.)
  • Normal map.  A normal map is a texture that describes the way light bounces off a surface.  This is one way to do “bump mapping”.  This tutorial shows a pretty good example of how normal maps work.  (The earth orbit textures in version 9 use normal maps to create “bumpy” mountains when pixel shaders are in use.)
  • Specular map.  A specular map is a texture that describes how strong the specular component of the lighting model appears for a given textured location.  Here’s another tutorial that explains it.
  • Environment Map.  An environment map is a texture that represents the world around an object, used to simulate reflections.  Here’s another blender tutorial that explains it better than I.  (The reflective water in X-Plane 9 is effectively using a dynamic environment map created by taking a picture of part of the sim’s world every frame,)
  • Material attributes.  These are OBJ attributes that change the lighting model.  For example, ATTR_shiny_rat changes the lighting model so that specular hilites appear.
  • Batch.  A batch is a single set of triangles sent to the graphics card without any change of mode.  Basically every TRIS command in an OBJ becomes a batch; submitting a batch requires the CPU, but submitting a bigger batch (more triangles) does not require more CPU.

That’s enough vocabulary to describe just about everything that is happening now, will be happening in the future, as well as some pie-in-the-sky stuff. 🙂

Posted in Development, File Formats, Scenery by | 2 Comments

I Can’t Talk Now, I’m Flying a Plane!

Traditionally, a pilot’s priorities are: aviate, navigate, communicate.

But that might not be true for X-Plane for the iPhone.

It’s real! And it pretty much is X-Plane – there really are OBJs and DSFs in there, as well as an ACF model, all tuned for the iPhone.

In the next few posts I’ll blog a little bit about the impact of doing an iPhone port on scenery development. The iPhone is an embedded device; if you go digging for system specs you’ll see that it’s a very different beast from the desktop. The porting process really helped me understand the problems of the rendering engine a lot better, and some of the techniques we developed for the iPhone are proving useful for desktop machines as well.

Posted in Development, News, Scenery by | 11 Comments