Allen, Thanks very much! I had seen traffic about the database pager, but I thought it was an alternate way to load terrain data (more of a lower level "hands-on" approach). This tells me I glossed over the wrong material ;-)
Although new to OSG, I am most certainly not new to software engineering, nor how to do 3D graphics. I realize it is my own pride that makes me feel patronized at times. This is not the first time I have farted at the dinner table so to speak. I need to be better about communicating that when I ask a vague question, I actually _am_ looking for a vague answer that just points me towards where I should be focusing my attention. Richard On Jan 25, 2008, at 11:14 PM, Danklefsen, Allen M wrote: > 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 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org