
- #Driver for mac team orion advantage mac os x
- #Driver for mac team orion advantage drivers
- #Driver for mac team orion advantage driver
Of course, I'm not sure what the framerates are on my system under Windows and whether that math would be correct.New version for LiPo HV batteries! The new ONE Duo charger is a mid-range, compact size, dual channel AC/DC charger. The math also works out so that if I'm at 20 FPS on OS X with about 20-30% of time inside the driver, and you move that time to a separate thread, then the framerate should go up by 20-30% which results in 24-25 FPS.
#Driver for mac team orion advantage driver
The OpenGL Profiler is also showing that the app is not taking advantage of the driver multithreading like it would on Windows, so once again I suspect that the delta is due to the driver running in a separate thread on Windows and in the same thread as the app under OS X, which can result in a doubling of framerates on Windows in ideal circumstances.
#Driver for mac team orion advantage mac os x
So, in short, I'm having a hard time understanding how this is a "crappy NVIDIA driver" causing a perf difference between Mac OS X and Windows. The vast majority of time in both cases is in glDrawElements, and that's only accounting for less than 20% of the total app time in both cases. The really strange thing is that Apple's OpenGL Profiler tool doesn't even show glDrawElementsInstanced being called. Note that this is on a 2.66GHz MacPro4,1 so not the fastest CPU around, and assuming that I'm reading the FPS counter correctly. If I enable HW instancing, that nearly doubles to 19.9. With default options and just sitting on the runway, I'm seeing 10.9 FPS with all the rendering options cranked up while running at 1024x768 (to ensure that the test is limited by the CPU/driver). So I went and bought the MiG-29 model to see what's going on.
#Driver for mac team orion advantage drivers
No matter what I've done, it's all come down the same issue: there's no getting around the fact that nVidia's OS X drivers lag considerably behind their Windows drivers. I'm not alone: read the forums and you'll see a lot of posts with people trying to find a way to make their Mac Pros work as well as Windows machines, and no success. I've spent a year, and several hundred dollars, trying to find a way to make X-Plane run well on what should be a powerful Mac. I'm not pulling this stuff out of my ass. That's the doubled frame rate I'm talking about. Now, if I load the same plane on Windows, I will see 24 to 25 fps on the tarmac, and better than 30 fps while flying. If I take off and get into some clear weather it might rise all the way to 19 or 20. Those two planes are essentially unusable in OS X, as my frame rate will be around 15 fps just sitting in the plane on the tarmac. If I load up a third party plane with a complicated, 3D cockpit, like the Mig-29 or T-38, the difference between OS X and Windows becomes enormous. The plane used is one of the default planes stripped down as much as possible, with an almost non-functional cockpit. As this is X-Plane's built in test, it only tests performance with respect to things the sim can control: object density, view distance, weather, etc. As you can see, big increases, but not double.

Unfortunately, test #3 wouldn't run in my Boot Camp install.
