Open RRX-JP opened 5 years ago
The short answer is that this is a limitation of the current architecture of openBVE.
I don't believe it's openGL related- Most of our current speed / lag issues come from the loading / update of objects.
Fundamentally speaking, we use a single-threaded blocking architecture, in which the game world is moved around the camera (As opposed to the more common, but more complex method of moving the camera within a set of world tiles). The blip you see on the block boundary is caused by the objects in the next visible block being pre-processed and the verticies updated.
I don't believe it's openGL related- Most of our current speed / lag issues come from the loading / update of objects. OK.
Is it possible to improve it?
Since this problem does not occur once it is read, Data reading and display are completely separated,
Current speed (m / s) x prefetch time + depiction distance It seems that there is no problem with perfect separation if you start loading the object with.
Description
It freezes momentarily at the same position when loading an object etc. There was no change even when doing [pre-loading of texture].
Also, it will freeze only the first time at the time the text is displayed due to excess speed limit etc. As you can see the video 2: 54 part, the game freezes like this.
※ The following movie is remodeling vehicle performance etc for bug report https://www.youtube.com/watch?v=bmyU2KpM7Pg&t=2m50s
I found information that might be helpful for delay problems. https://teratail.com/questions/155839
Reproduction
Every occurrence
Route
any.
Train
any,
Logs
Related information
Intel Core i7-4771 CPU @ 3.50GHz. G.SKILL F3-2133C9Q-32GZH (DDR3-2133 CL9 8GB×4) (Since the motherboard does not support quad channel, it works on the dual channel. xD) Nvidia GTX 1070. Storage. HDD. (*but Test on Ram disk.)
Display distance 2000m
Operating system Windows 10 Professional [10.0 Build 17763] (x64)
Method of control (Keyboard, joystick, RailDriver) Keyboard
*Ram disk.
CrystalDiskMark 6.0.2 x64 (C) 2007-2018 hiyohiyo Crystal Dew World : https://crystalmark.info/
KB = 1000 bytes, KiB = 1024 bytes
Sequential Read (Q= 32,T= 1) : 4739.960 MB/s Sequential Write (Q= 32,T= 1) : 4958.935 MB/s Random Read 4KiB (Q= 8,T= 8) : 991.538 MB/s [ 242074.7 IOPS] Random Write 4KiB (Q= 8,T= 8) : 776.993 MB/s [ 189695.6 IOPS] Random Read 4KiB (Q= 32,T= 1) : 424.650 MB/s [ 103674.3 IOPS] Random Write 4KiB (Q= 32,T= 1) : 330.810 MB/s [ 80764.2 IOPS] Random Read 4KiB (Q= 1,T= 1) : 352.583 MB/s [ 86079.8 IOPS] Random Write 4KiB (Q= 1,T= 1) : 267.217 MB/s [ 65238.5 IOPS]
Test : 1024 MiB [R: 0.5% (0.2/30.0 GiB)] (x5) [Interval=5 sec] Date : 2019/02/28 16:59:00 OS : Windows 10 Professional [10.0 Build 17763] (x64)