Questions for development team

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  • conrail1
    Senior Member
    • Jun 2010
    • 786
    • NY

    #1

    Questions for development team

    I’ve noticed that with OpenRails even when the frame rate drops below the refresh rate of the monitor (60Hz/60 FPS) game play is still very smooth. The only applications I run that can match this level of fluid game play when the frame rate drops below 60 are some OpenGL applications that use triple buffering. As many know triple buffering is usually only available with OpenGL applications (games) which OpenRails is obviously not.

    Does OpenRails use Direct3D triple buffering?



    My other question is about the “Jitter” listing under the “F-5” data. What does this refer to?
    Asus Maximus VI Extreme Intel Z87, Intel Core i7-4770K, Corsair Dominator Platinum 16GB PC3-19200 (2400MHz), EVGA GeForce GTX TITAN SuperClocked, Samsung 840 Pro Series 128GB SSD (Windows 8.1 Pro 64)/Samsung 840 Pro Series 256GB SSD (Programs), CaseLabs Merlin SM8 with Corsair AX1200 PSU
  • longiron
    1000 Post Veteran and Moderator

    • Jan 2007
    • 1453
    • Just south of NYC

    #2
    Originally posted by conrail1
    My other question is about the “Jitter” listing under the “F-5” data. What does this refer to?
    From the documentation
    • Memory – displays the amount of RAM usage by Open Rails in bytes
    • Jitter – measure of the differences in elapsed time between successive frame refreshes
    • Primitives – measure of the amount of information the Open Rails game engine must display. A primitive is any unique combination of mesh, texture and vertex state. The term vertex state includes such things as lighting model, alpha test, Z-buffer test and MIPping.
    • State Change – Number of render state changes (e.g. alpha blending, fog) per frame.
    • Image Change – Number of times that a different material (unique combination of texture and lighting effects) is used per frame
    • Processors – The number of logical processing units (CPUs) available for use by the Open Rails game engine
    • Render Process % - the percentage of the total CPU processing power (4 cores equal 400%; 2 cores equal 200%, 1 core equals 100%) devoted to the Open Rails game rendering software thread
    • Update Process % - the percentage of the total CPU processing power devoted to the Open Rails game update software thread
    • Loader Process % - the percentage of the total CPU processing power devoted to the Open Rails game Loader software thread
    • Total Process % - the percentage of the total CPU processing power devoted to the Open Rails software. Once the Total Process utilization rate exceed 97% of the CPU processing power, the Open Rails game “throttles down” the frame rate until the CPU processing falls below the target threshold.
    All Process percentages are relative to 60 FPS target mimum
    Chris
    "True rail fans have two favorite railroads. The B&O and one other."

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    • mnjrr

      #3
      Hello,

      Open Rails uses double buffering.

      Comment

      • conrail1
        Senior Member
        • Jun 2010
        • 786
        • NY

        #4
        Originally posted by longiron
        From the documentation
        Jitter – measure of the differences in elapsed time between successive frame refreshes

        Thanks, I missed that list in the OpenRails documentation PDF.





        Originally posted by mnjrr
        Hello,

        Open Rails uses double buffering.

        Thanks for the response, is double buffering “forced” on with OpenRails or does the triple buffering option in the video card's control panel have to be enabled also?
        Asus Maximus VI Extreme Intel Z87, Intel Core i7-4770K, Corsair Dominator Platinum 16GB PC3-19200 (2400MHz), EVGA GeForce GTX TITAN SuperClocked, Samsung 840 Pro Series 128GB SSD (Windows 8.1 Pro 64)/Samsung 840 Pro Series 256GB SSD (Programs), CaseLabs Merlin SM8 with Corsair AX1200 PSU

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