I sent you a personal email Richard with a few suggestions. What I believe Richard was getting at, is there any global settings that should be made to the system. What I instantly thought of was this :
osgDB::DatabasePager* pPager = osgDB::Registry::instance()->getOrCreateDatabasePager(); pPager->setDoPreCompile(mPaging_Precompile); osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options; options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL); osgDB::Registry::instance()->setOptions(options); //pPager->setTargetFrameRate(mPaging_Frame_Rate_Targeted); //pPager->setExpiryDelay(mPaging_ExpiringDelay); pPager->setMaximumNumOfObjectsToCompilePerFrame(mMaximumObjectsToCompile); //pPager->setThreadPriorityDuringFrame(OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH); //pPager->setThreadPriorityOutwithFrame(OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH); Partially off topic, I did not feel like the osg training sessions I received were beneficial; as I already came from Opengl course / directx course backgrounds. ________________________________ From: [EMAIL PROTECTED] on behalf of Richard S. Wright Jr. Sent: Fri 1/25/2008 5:03 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Terrain (.osga) optimization tips Ok, before we get anymore bad blood here let me just say I did not frame my original question properly, which has lead to a misunderstanding and elevated blood pressures. I basically got my answer (and then some), but I did not mean to cause a goading war. Richard On Jan 25, 2008, at 4:38 PM, Robert Osfield wrote: > Hi Richard, > > You shouldn't have to do any performance tuning with VPB dataset, they > are supposed to built well balanced in the first place. If there is a > problem then its not a general problem but something very specific > about your system and the way you've set things up - from the little > stats its clearly a hardware/driver issue particular to your system > OS. Its utterly pointless talking about giving you a full lesson in > the general topic of paging when there is something really specific > wrong with your setup, something I'm completely not partial to. I am > human not omnipotent. > > As for complexity, hell yes, real-time computer graphics is hard, > multi-threading is hard, the OSG strives to make it easy, but in the > end its a big big hard topic. Its takes years to master, and yes > taking courses really does help, you shouldn't expect others to teach > you everything you need to know. > > If I ask a question of what's happening at your its because it needs > there is NO way I can answer you question without more information. > If I have to ask extra questions its because you have failed to > provide the info in the first place, I don't ask questions for the fun > of it and a way of avoiding answering a question, I try to get the > point as quickly as possible to avoid wasting mine and your time. > > Perhaps I should just totally ignore posts that don't provide enough > info to answer sensible? Why should I waste my time if people don't > care to invest their own time in asking sensible questions. > > Robert. > > On Jan 25, 2008 9:23 PM, Richard S. Wright Jr. > <[EMAIL PROTECTED]> wrote: >> "lots of in depth best practice advice"? >> >> I didn't realize it was that complicated a question, I'm sorry. If >> someone asked for some general performance tips for using OpenGL, I >> could probably spout off about 10 or so cold. I didn't realize OSG >> was >> so complicated that you needed a training class. I just wanted to >> know >> if the way I was loading the terrain was typical or not, and if not >> how other people are doing it. My 'clue' that my approach was perhaps >> naive was that I thought the performance could be better, and I might >> have overlooked something obvious. I apologize if my first message >> was >> unclear, I'm not trying to focus on the performance per-se, I realize >> no one can do performance tuning via e-mail. >> >> This is how everyone load's terrain in OSG. The lower rez terrains >> render quite fast, and for higher rez terrains is might be slow on >> some systems. Specific performance tuning is something of a black >> art. >> I did not miss anything obvious, that's just the way it is. I can >> accept that as an answer. >> >> Richard >> >> >> On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote: >> >>> Hi Richard, >>> >>> I'm afraid you're best to go to a training course if want lots of in >>> depth best practice advice. >>> >>> As for why things are going slow, well the high draw time is great >>> place to start, sounds very much likely a driver the OpenGL badly >>> optimized for the type of data the OSG is throwing at it. >>> >>> If you have another machine/OS available try the same data there. >>> >>> Robert. >>> >>> On Jan 25, 2008 2:20 PM, Richard S. Wright Jr. >>> <[EMAIL PROTECTED]> wrote: >>>> Robert, >>>> >>>> I didn't give all those details because I'm looking for more of a >>>> "best practices" type of advice. Just loading the terrain "just >>>> works", but is this the typical usage scenario for most users? What >>>> are some of the common ways to speed up a terrain database created >>>> with osgdem in this way? When I created the database with osgdem, I >>>> made it to level 10. >>>> >>>> My specific case is just terrain and imagery. It's made from a ten >>>> meter DEM of the island of Oahu. The osga file is just shy of a >>>> gig. >>>> I'm "not-impressed" with performance because from looking at what >>>> is >>>> on screen, I've seen way better performance from my hardware >>>> (MacBook >>>> Pro w/ATI x1600 & a Mac Pro w/ATI 2400). The window is small and >>>> not >>>> fill limited. >>>> >>>> Basically, I'm not looking for a detailed analysis of my particular >>>> situation, but wanted to know if there is something obvious that >>>> everyone else knows about for loading these types of files that I >>>> had >>>> missed. >>>> >>>> Bringing it into the Cocoa viewer, I get 1.03fps from an elevated >>>> view >>>> looking down on the Island. Timeing stats are: >>>> >>>> Event: 0.02 >>>> Update: 0.04 >>>> Cull: 0.41 >>>> Draw: 932.81 >>>> >>>> So... doing the math, looks like rendering is taking a pretty long >>>> time ;-) I'm thinking there is some utility node or flag that most >>>> people turn on that I have overlooked. >>>> >>>> >>>> Richard >>>> >>>> >>>> On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote: >>>> >>>>> Hi Richard, >>>>> >>>>> Way too little information to be able to know what is up with >>>>> performance, so lets start with a few questions to get the >>>>> information >>>>> needed to guide you in the right direction: >>>>> >>>>> What platform are you working on? >>>>> >>>>> What hardware? >>>>> >>>>> Did you compile a release build? >>>>> >>>>> What performance did you get? >>>>> >>>>> What is the update, cull, draw, GPU stats like? >>>>> >>>>> How big is the database? Is it terrain, imagery, terrain+imagery? >>>>> Other cultral data in there??? >>>>> >>>>> Robert. >>>>> >>>>> On Jan 25, 2008 3:54 AM, Richard S. Wright Jr. >>>>> <[EMAIL PROTECTED]> wrote: >>>>>> >>>>>> >>>>>> I'm loading a terrain set created with osgdem (.osga) via >>>>>> something >>>>>> like >>>>>> this: >>>>>> >>>>>> >>>>>> pTerrain = osgDB::readNodeFile("oahu-10.osga"); >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> Easy as pie. However, for a really dense terrain, the performance >>>>>> is a bit >>>>>> lack-luster. I wonder if everybody knows a trick that I haven't >>>>>> discovered >>>>>> yet for speeding this up a bit. Some standard "optimization" node >>>>>> configuration or setting that a newbie might have missed that can >>>>>> make a big >>>>>> difference. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> Richard >>>>>> >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> osg-users mailing list >>>>>> osg-users@lists.openscenegraph.org >>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>>> >>>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> osg-users@lists.openscenegraph.org >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org