Howto:Using additional OSG Pager Threads: Difference between revisions
Jump to navigation
Jump to search
m (+cat: Core development) |
|||
Line 5: | Line 5: | ||
Note that according to findings shared by Richard, when testing the database pager extensively (running with 20 DB pager threads), the main problem is the way that random objects (buildings, vegetation) are inserted into the scene graph doesn't seem to be compatible with lots of pager threads<ref>https://forum.flightgear.org/viewtopic.php?f=17&t=38094&hilit=pager+threads&start=15#p374620</ref> | Note that according to findings shared by Richard, when testing the database pager extensively (running with 20 DB pager threads), the main problem is the way that random objects (buildings, vegetation) are inserted into the scene graph doesn't seem to be compatible with lots of pager threads<ref>https://forum.flightgear.org/viewtopic.php?f=17&t=38094&hilit=pager+threads&start=15#p374620</ref> | ||
Revision as of 17:11, 23 October 2020
This article is a stub. You can help the wiki by expanding it. |
you can configure OSG to use additional pager threads, which basically means the terrain cache gets additional CPUs it can use. see the OSG docs, it's just an environment variable, i.e. something like OSG_NUM_DATABASE_THREADS
Note that according to findings shared by Richard, when testing the database pager extensively (running with 20 DB pager threads), the main problem is the way that random objects (buildings, vegetation) are inserted into the scene graph doesn't seem to be compatible with lots of pager threads[1]