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Slow Object Load

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139
Country
unitedkingdom
Hi

In the latest version of SODE, the 50 or so objects that used to load instantly now take approx 4 seconds. Unloading them is instant. I've checked CPU usage during the loading and it actually decreased the load used by the simulator... I.e the sim was using 32% of a quad-core CPU, then the loading took it down to 25%, then when all objects were displayed it jumped back to 32%. This is in P3D v2.5. Does anyone have any ideas? The models cannot be exported as 1 and this worked correctly in previous SODE versions, which have been removed.

Cheers
 
Can you post the contents of your SODE.log file after such a loading event? Maybe I can find something based on the timestamps in there...
 
Hi Jeffrey

Here's the log:

Code:
[15:46:23.909] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white2 [runwaylightwhitelight]. ID: 22
[15:46:24.379] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white1 [runwaylightwhitelight]. ID: 25
[15:46:24.379] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white3 [runwaylightwhitelight]. ID: 26
[15:46:24.380] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white5 [runwaylightwhitelight]. ID: 27
[15:46:24.380] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white6 [runwaylightwhitelight]. ID: 28
[15:46:24.380] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white7 [runwaylightwhitelight]. ID: 29
[15:46:24.380] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white8 [runwaylightwhitelight]. ID: 30
[15:46:24.382] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white9 [runwaylightwhitelight]. ID: 31
[15:46:24.382] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white10 [runwaylightwhitelight]. ID: 32
[15:46:24.382] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white11 [runwaylightwhitelight]. ID: 33
[15:46:24.382] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white12 [runwaylightwhitelight]. ID: 34
[15:46:24.383] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white13 [runwaylightwhitelight]. ID: 35
[15:46:24.383] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white14 [runwaylightwhitelight]. ID: 36
[15:46:24.383] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white15 [runwaylightwhitelight]. ID: 37
[15:46:24.383] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white16 [runwaylightwhitelight]. ID: 38
[15:46:24.385] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white17 [runwaylightwhitelight]. ID: 39
[15:46:24.385] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white18 [runwaylightwhitelight]. ID: 40
[15:46:24.385] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white19 [runwaylightwhitelight]. ID: 41
[15:46:24.386] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white20 [runwaylightwhitelight]. ID: 42
[15:46:24.386] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white21 [runwaylightwhitelight]. ID: 43
[15:46:24.386] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white22 [runwaylightwhitelight]. ID: 44
[15:46:24.386] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white23 [runwaylightwhitelight]. ID: 45
[15:46:24.388] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white24 [runwaylightwhitelight]. ID: 46
[15:46:24.388] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624white4 [runwaylightwhitelight]. ID: 47
[15:46:24.850] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624whitered1 [runwaylightwhiteredlight]. ID: 48
[15:46:24.851] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:0624whitered2 [runwaylightwhiteredlight]. ID: 49
[15:46:25.313] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Endlight1 [endlightredlight]. ID: 51
[15:46:25.314] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Endlight2 [endlightredlight]. ID: 52
[15:46:25.314] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Endlight3 [endlightredlight]. ID: 53
[15:46:25.314] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Endlight4 [endlightredlight]. ID: 54
[15:46:25.314] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Endlight5 [endlightredlight]. ID: 55
[15:46:25.316] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Endlight6 [endlightredlight]. ID: 56
[15:46:25.781] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar6 [wingbar_tall_light]. ID: 62
[15:46:26.251] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:HoldBWigWag2 [wigwaglight]. ID: 73
[15:46:26.251] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:HoldBWigWag1 [wigwaglight]. ID: 74
[15:46:26.251] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:HoldAWigWag2 [wigwaglight]. ID: 75
[15:46:26.252] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:HoldAWigWag1 [wigwaglight]. ID: 76
[15:46:26.721] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:HoldA [HoldA]. ID: 77
[15:46:26.825] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06SplashB [SWS Papi Splash]. ID: 80
[15:46:26.826] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06UnitA [12bPilot_SODE_PAPI_Light]. ID: 81
[15:46:26.828] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06UnitB [12bPilot_SODE_PAPI_Light]. ID: 82
[15:46:26.828] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24UnitD [12bPilot_SODE_PAPI_Light]. ID: 83
[15:46:26.828] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar1 [wingbar_tall_light]. ID: 84
[15:46:26.829] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar2 [wingbar_tall_light]. ID: 85
[15:46:26.829] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar3 [wingbar_tall_light]. ID: 86
[15:46:26.829] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar4 [wingbar_tall_light]. ID: 87
[15:46:26.829] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar5 [wingbar_tall_light]. ID: 88
[15:46:26.831] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar7 [wingbar_tall_light]. ID: 89
[15:46:26.831] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar8 [wingbar_tall_light]. ID: 90
[15:46:26.831] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar10 [wingbar_tall_light]. ID: 91
[15:46:26.832] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06SplashA [SWS Papi Splash]. ID: 92
[15:46:26.832] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24UnitC [12bPilot_SODE_PAPI_Light]. ID: 93
[15:46:26.834] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24UnitB [12bPilot_SODE_PAPI_Light]. ID: 94
[15:46:26.834] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24UnitA [12bPilot_SODE_PAPI_Light]. ID: 95
[15:46:26.834] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24SplashD [SWS Papi Splash]. ID: 96
[15:46:26.835] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24SplashC [SWS Papi Splash]. ID: 97
[15:46:26.835] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24SplashB [SWS Papi Splash]. ID: 98
[15:46:26.835] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:06Wingbar9 [wingbar_tall_light]. ID: 99
[15:46:26.837] INFO SODE.FSLOOP :  + SimObject SODE_EGHD:24SplashA [SWS Papi Splash]. ID: 100
[15:46:27.748] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:31.726] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:35.755] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:36.055] INFO SODE.FSLOOP : SeasonalObjectHandler: Refreshing Season/Time Data...
[15:46:39.746] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:43.745] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:47.726] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:51.713] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:55.743] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:46:59.736] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:47:03.716] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:47:07.748] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:47:11.720] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:47:15.712] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0
[15:47:19.757] DEBUG SODE.FSLOOP : [AI DETECTION] N monitored AIObjects = 0

I had thought it was due to mis-naming some of the demo objects since the older versions that I'm using as place-holders, but I've corrected that and whilst it's brought the timing down a bit, there's still 2-3 seconds of pause as it loads, along with the drop in CPU usage.

Cheers
 
NVM seems to have fixed itself. Guessing it needed time after fixing the demo model names in my XML to clear itself up.

As a side note, did you ever get the PAPI lights to show at long distance?

Cheers
 
Yes, FSX doesn't like to load misnamed SimObjects, it always leads to a stutter if it is unable to find them.

Well, those PAPI lights were a quick attempt for the demo and not really meant for production sceneries. The mipmaps in the texture are not optimized for far distance display. I also don't think that I have used the correct texture slot for the emissive property of the material...A couple of devs however have achieved long distance PAPI lights using that mip map technique, but I don't know if there is any tutorial or write up about that.

Basically what you would do is to enlarge the "opaque blob" in the alpha channel for every decreasing mip map level. Maybe you're better off asking about this in the 3D Modeling section of this forum.

Cheers
 
Hi Jeffery

I've found some bits to try on getting the PAPIs to show long-range, and I'm surprised I never thought of it before...

Also I have a few other issues now which are liveable with.

It seems I must have a dummy simobject group at the end of my XML file otherwise it removes an entry from the triggerable text menu.

Also, my PAPIs had stopped changing colour, and it appears that not only have the demo model names changed but also the modeldef names in GMax. On your developer instructions page you have a new image from GMax but the text above still says "Master" rather than "SepPlane" - might be one to change in case anyone else comes up against this.

Cheers
 
Good catch on the documentation bit! I have to update the entire document anyway.

I also found the bug that ignores the last group entry in one of my test lately. It is fixed and will be included in a V1.3.1 bug fix update. I'll wait for the release of that until the major sceneries (e.g. Aerosoft) using SODE have updated their content to V1.3.

Thanks for pointing out the issues.
 
No problem glad I can help find them!

Sorted the PAPI too. For those looking, a basic overview as found elsewhere on this site is to create a massive texture plane with a really small dot on it, and manually create the mipmaps where the dot gets larger as the mip gets smaller. Tweaking the mips to avoid oversize growth of the light is required. Once done make the texture One/One (assuming black background) and set the Bloom settings. Attach no-crash and SepPlane attachpoints and place in the XML. Works perfectly during day/night/dusk/fog etc up to approx. 12km - much better than BGL lights at any time! Also to get the separation plane to function over 50m, place a massive plane underground that covers the area that the light needs to change colour. Should work for edge lights etc too.

Hope that helps someone!
 
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