// // LODManager.cpp // interface/src/LODManager.h // // Created by Clement on 1/16/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include "Application.h" #include "ui/DialogsManager.h" #include "InterfaceLogging.h" #include "LODManager.h" Setting::Handle desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS); Setting::Handle hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS); LODManager::LODManager() { } float LODManager::getLODDecreaseFPS() { if (qApp->isHMDMode()) { return getHMDLODDecreaseFPS(); } return getDesktopLODDecreaseFPS(); } float LODManager::getLODIncreaseFPS() { if (qApp->isHMDMode()) { return getHMDLODIncreaseFPS(); } return getDesktopLODIncreaseFPS(); } void LODManager::autoAdjustLOD(float batchTime, float engineRunTime, float deltaTimeSec) { // NOTE: our first ~100 samples at app startup are completely all over the place, and we don't // really want to count them in our average, so we will ignore the real frame rates and stuff // our moving average with simulated good data const int IGNORE_THESE_SAMPLES = 100; if (_fpsAverageUpWindow.getSampleCount() < IGNORE_THESE_SAMPLES) { _lastStable = _lastUpShift = _lastDownShift = usecTimestampNow(); } // compute time-weighted running average renderTime const float OVERLAY_AND_SWAP_TIME_BUDGET = 2.0f; // msec float renderTime = batchTime + OVERLAY_AND_SWAP_TIME_BUDGET; float maxTime = glm::max(renderTime, engineRunTime); const float BLEND_TIMESCALE = 0.3f; // sec const float MIN_DELTA_TIME = 0.001f; const float safeDeltaTime = glm::max(deltaTimeSec, MIN_DELTA_TIME); float blend = BLEND_TIMESCALE / safeDeltaTime; if (blend > 1.0f) { blend = 1.0f; } _avgRenderTime = (1.0f - blend) * _avgRenderTime + blend * maxTime; // msec // translate into fps for legacy implementation float currentFPS = (float)MSECS_PER_SECOND / _avgRenderTime; _fpsAverageStartWindow.updateAverage(currentFPS); _fpsAverageDownWindow.updateAverage(currentFPS); _fpsAverageUpWindow.updateAverage(currentFPS); quint64 now = usecTimestampNow(); quint64 elapsedSinceDownShift = now - _lastDownShift; quint64 elapsedSinceUpShift = now - _lastUpShift; quint64 lastStableOrUpshift = glm::max(_lastUpShift, _lastStable); quint64 elapsedSinceStableOrUpShift = now - lastStableOrUpshift; if (_automaticLODAdjust) { bool changed = false; // LOD Downward adjustment // If we've been downshifting, we watch a shorter downshift window so that we will quickly move toward our // target frame rate. But if we haven't just done a downshift (either because our last shift was an upshift, // or because we've just started out) then we look at a much longer window to consider whether or not to start // downshifting. bool doDownShift = false; if (_isDownshifting) { // only consider things if our DOWN_SHIFT time has elapsed... if (elapsedSinceDownShift > DOWN_SHIFT_ELPASED) { doDownShift = _fpsAverageDownWindow.getAverage() < getLODDecreaseFPS(); if (!doDownShift) { qCDebug(interfaceapp) << "---- WE APPEAR TO BE DONE DOWN SHIFTING -----"; _isDownshifting = false; _lastStable = now; } } } else { doDownShift = (elapsedSinceStableOrUpShift > START_SHIFT_ELPASED && _fpsAverageStartWindow.getAverage() < getLODDecreaseFPS()); } if (doDownShift) { // Octree items... stepwise adjustment if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale *= ADJUST_LOD_DOWN_BY; if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE; } changed = true; } if (changed) { if (_isDownshifting) { // subsequent downshift qCDebug(interfaceapp) << "adjusting LOD DOWN..." << "average fps for last "<< DOWN_SHIFT_WINDOW_IN_SECS <<"seconds was " << _fpsAverageDownWindow.getAverage() << "minimum is:" << getLODDecreaseFPS() << "elapsedSinceDownShift:" << elapsedSinceDownShift << " NEW _octreeSizeScale=" << _octreeSizeScale; } else { // first downshift qCDebug(interfaceapp) << "adjusting LOD DOWN after initial delay..." << "average fps for last "<< START_DELAY_WINDOW_IN_SECS <<"seconds was " << _fpsAverageStartWindow.getAverage() << "minimum is:" << getLODDecreaseFPS() << "elapsedSinceUpShift:" << elapsedSinceUpShift << " NEW _octreeSizeScale=" << _octreeSizeScale; } _lastDownShift = now; _isDownshifting = true; emit LODDecreased(); } } else { // LOD Upward adjustment if (elapsedSinceUpShift > UP_SHIFT_ELPASED) { if (_fpsAverageUpWindow.getAverage() > getLODIncreaseFPS()) { // Octee items... stepwise adjustment if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) { if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE; } else { _octreeSizeScale *= ADJUST_LOD_UP_BY; } if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE; } changed = true; } } if (changed) { qCDebug(interfaceapp) << "adjusting LOD UP... average fps for last "<< UP_SHIFT_WINDOW_IN_SECS <<"seconds was " << _fpsAverageUpWindow.getAverage() << "upshift point is:" << getLODIncreaseFPS() << "elapsedSinceUpShift:" << elapsedSinceUpShift << " NEW _octreeSizeScale=" << _octreeSizeScale; _lastUpShift = now; _isDownshifting = false; emit LODIncreased(); } } } if (changed) { auto lodToolsDialog = DependencyManager::get()->getLodToolsDialog(); if (lodToolsDialog) { lodToolsDialog->reloadSliders(); } } } } void LODManager::resetLODAdjust() { _fpsAverageStartWindow.reset(); _fpsAverageDownWindow.reset(); _fpsAverageUpWindow.reset(); _lastUpShift = _lastDownShift = usecTimestampNow(); _isDownshifting = false; } const float MIN_DECREASE_FPS = 0.5f; void LODManager::setDesktopLODDecreaseFPS(float fps) { if (fps < MIN_DECREASE_FPS) { // avoid divide by zero fps = MIN_DECREASE_FPS; } _desktopMaxRenderTime = (float)MSECS_PER_SECOND / fps; } float LODManager::getDesktopLODDecreaseFPS() const { return (float)MSECS_PER_SECOND / _desktopMaxRenderTime; } float LODManager::getDesktopLODIncreaseFPS() const { return glm::max(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP, MAX_LIKELY_DESKTOP_FPS); } void LODManager::setHMDLODDecreaseFPS(float fps) { if (fps < MIN_DECREASE_FPS) { // avoid divide by zero fps = MIN_DECREASE_FPS; } _hmdMaxRenderTime = (float)MSECS_PER_SECOND / fps; } float LODManager::getHMDLODDecreaseFPS() const { return (float)MSECS_PER_SECOND / _hmdMaxRenderTime; } float LODManager::getHMDLODIncreaseFPS() const { return glm::max(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP, MAX_LIKELY_HMD_FPS); } QString LODManager::getLODFeedbackText() { // determine granularity feedback int boundaryLevelAdjust = getBoundaryLevelAdjust(); QString granularityFeedback; switch (boundaryLevelAdjust) { case 0: { granularityFeedback = QString("."); } break; case 1: { granularityFeedback = QString(" at half of standard granularity."); } break; case 2: { granularityFeedback = QString(" at a third of standard granularity."); } break; default: { granularityFeedback = QString(" at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1); } break; } // distance feedback float octreeSizeScale = getOctreeSizeScale(); float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE; int relativeToTwentyTwenty = 20 / relativeToDefault; QString result; if (relativeToDefault > 1.01f) { result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',2).arg(granularityFeedback); } else if (relativeToDefault > 0.99f) { result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback); } else if (relativeToDefault > 0.01f) { result = QString("20:%1 or %2 of default distance for average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',3).arg(granularityFeedback); } else { result = QString("%2 of default distance for average vision%3").arg(relativeToDefault,0,'f',3).arg(granularityFeedback); } return result; } bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) { // FIXME - eventually we want to use the render accuracy as an indicator for the level of detail // to use in rendering. float renderAccuracy = calculateRenderAccuracy(args->getViewFrustum().getPosition(), bounds, args->_sizeScale, args->_boundaryLevelAdjust); return (renderAccuracy > 0.0f); }; void LODManager::setOctreeSizeScale(float sizeScale) { _octreeSizeScale = sizeScale; } void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) { _boundaryLevelAdjust = boundaryLevelAdjust; } void LODManager::loadSettings() { setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get()); setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get()); } void LODManager::saveSettings() { desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS()); hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS()); }