// // 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 "LODManager.h" #include #include #include #include "Application.h" #include "ui/DialogsManager.h" #include "InterfaceLogging.h" Setting::Handle desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS); Setting::Handle hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS); LODManager::LODManager() { } float LODManager::getLODDecreaseFPS() const { if (qApp->isHMDMode()) { return getHMDLODDecreaseFPS(); } return getDesktopLODDecreaseFPS(); } float LODManager::getLODIncreaseFPS() const { if (qApp->isHMDMode()) { return getHMDLODIncreaseFPS(); } return getDesktopLODIncreaseFPS(); } // We use a "time-weighted running average" of the maxRenderTime and compare it against min/max thresholds // to determine if we should adjust the level of detail (LOD). // // A time-weighted running average has a timescale which determines how fast the average tracks the measured // value in real-time. Given a step-function in the mesured value, and assuming measurements happen // faster than the runningAverage is computed, the error between the value and its runningAverage will be // reduced by 1/e every timescale of real-time that passes. const float LOD_ADJUST_RUNNING_AVG_TIMESCALE = 0.08f; // sec // // Assuming the measured value is affected by logic invoked by the runningAverage bumping up against its // thresholds, we expect the adjustment to introduce a step-function. We want the runningAverage to settle // to the new value BEFORE we test it aginst its thresholds again. Hence we test on a period that is a few // multiples of the running average timescale: const uint64_t LOD_AUTO_ADJUST_PERIOD = 4 * (uint64_t)(LOD_ADJUST_RUNNING_AVG_TIMESCALE * (float)USECS_PER_MSEC); // usec const float LOD_AUTO_ADJUST_DECREMENT_FACTOR = 0.8f; const float LOD_AUTO_ADJUST_INCREMENT_FACTOR = 1.2f; void LODManager::setRenderTimes(float presentTime, float engineRunTime, float gpuTime) { _presentTime = presentTime; _engineRunTime = engineRunTime; _gpuTime = gpuTime; } void LODManager::autoAdjustLOD(float realTimeDelta) { float maxRenderTime = glm::max(glm::max(_presentTime, _engineRunTime), _gpuTime); // compute time-weighted running average maxRenderTime // Note: we MUST clamp the blend to 1.0 for stability float blend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f; _avgRenderTime = (1.0f - blend) * _avgRenderTime + blend * maxRenderTime; // msec if (!_automaticLODAdjust || _avgRenderTime == 0.0f) { // early exit return; } float oldOctreeSizeScale = _octreeSizeScale; float currentFPS = (float)MSECS_PER_SECOND / _avgRenderTime; uint64_t now = usecTimestampNow(); if (currentFPS < getLODDecreaseFPS()) { if (now > _decreaseFPSExpiry) { _decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale *= LOD_AUTO_ADJUST_DECREMENT_FACTOR; if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE; } emit LODDecreased(); // Assuming the LOD adjustment will work: we optimistically reset _avgRenderTime // to provide an FPS just above the decrease threshold. It will drift close to its // true value after a few LOD_ADJUST_TIMESCALEs and we'll adjust again as necessary. _avgRenderTime = (float)MSECS_PER_SECOND / (getLODDecreaseFPS() + 1.0f); } _decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; } _increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; } else if (currentFPS > getLODIncreaseFPS()) { if (now > _increaseFPSExpiry) { _increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) { if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE; } else { _octreeSizeScale *= LOD_AUTO_ADJUST_INCREMENT_FACTOR; } if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE; } emit LODIncreased(); // Assuming the LOD adjustment will work: we optimistically reset _avgRenderTime // to provide an FPS just below the increase threshold. It will drift close to its // true value after a few LOD_ADJUST_TIMESCALEs and we'll adjust again as necessary. _avgRenderTime = (float)MSECS_PER_SECOND / (getLODIncreaseFPS() - 1.0f); } _increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; } _decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; } else { _increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD; _decreaseFPSExpiry = _increaseFPSExpiry; } if (oldOctreeSizeScale != _octreeSizeScale) { auto lodToolsDialog = DependencyManager::get()->getLodToolsDialog(); if (lodToolsDialog) { lodToolsDialog->reloadSliders(); } } } void LODManager::resetLODAdjust() { _decreaseFPSExpiry = _increaseFPSExpiry = usecTimestampNow() + LOD_AUTO_ADJUST_PERIOD; } float LODManager::getLODLevel() const { // simpleLOD is a linearized and normalized number that represents how much LOD is being applied. // It ranges from: // 1.0 = normal (max) level of detail // 0.0 = min level of detail // In other words: as LOD "drops" the value of simpleLOD will also "drop", and it cannot go lower than 0.0. const float LOG_MIN_LOD_RATIO = logf(ADJUST_LOD_MIN_SIZE_SCALE / ADJUST_LOD_MAX_SIZE_SCALE); float power = logf(_octreeSizeScale / ADJUST_LOD_MAX_SIZE_SCALE); float simpleLOD = (LOG_MIN_LOD_RATIO - power) / LOG_MIN_LOD_RATIO; return simpleLOD; } 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::min(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, 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::min(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, 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()); }