FlightGear benchmark: Difference between revisions

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* FlightGear always expects a fully interactive GUI session to be running, see [[FlightGear Headless]]
* FlightGear always expects a fully interactive GUI session to be running, see [[FlightGear Headless]]
* Many settings are runtime-configurable and can be changed through the property tree (or fgcommands) while running FlightGear, some others still require a [[Reset & re-init|full simulator reset]] - this applies in particular to [[FlightGear Run Levels|non-optional subsystems]] but also a bunch of rendering related settings
* Many settings are runtime-configurable and can be changed through the property tree (or fgcommands) while running FlightGear, some others still require a [[Reset & re-init|full simulator reset]] - this applies in particular to [[FlightGear Run Levels|non-optional subsystems]] but also a bunch of rendering related settings
* The Nasal scripting interpreter is initialized pretty late because it has some hard-coded assumptions regarding available subsystem, OTOH it could be doing useful work if it was available earlier, i.e. to help with simulator-reinitialization, see [[Initializing Nasal early]]
* The Nasal scripting interpreter is initialized pretty late because it has some hard-coded assumptions regarding available subsystem, OTOH it could be doing useful work if a restricted interpreter was available earlier, i.e. to help with simulator-reinitialization, see [[Initializing Nasal early]]


Our hope is that we'll be able to come up with a simple benchmark suite to help users provide better troubleshooting reports, but also allow developers to do largely automated regression tests, i.e. through benchmarks or scripted flights. The recent advances in deferred rendering support ([[Rembrandt)) also resulted in tons of GPU/GLSL related bug reports that are often hardware-specific and difficult to reproduce. Also see: [[Howto:Debugging extreme lag]].
Our hope is that we'll be able to come up with a simple benchmark suite to help users provide better troubleshooting reports, but also allow developers to do largely automated regression tests, i.e. through benchmarks or scripted flights. The recent advances in deferred rendering support ([[Rembrandt)) also resulted in tons of GPU/GLSL related bug reports that are often hardware-specific and difficult to reproduce. Also see: [[Howto:Debugging extreme lag]].

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