Re: [osg-users] OSG thread profiling results are in!!
You are sending in code again. ;) -Paul James Killian wrote: We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per frame). Is this possible? We are going to look into that next. Maybe we can cache the single image (state set)? I found a way to cache the images. The Registry in osgDB has the ability to set options. It appears that _options is NULL by default, the options have a CACHE_IMAGES flag to use along with others. This works against any code that uses readImage(filename). There are others to explore too: Does anyone have any experience with using these options? is there any others that should or should not be used? James Killian - Original Message - *From:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] *To:* OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org *Sent:* Wednesday, July 02, 2008 2:11 PM *Subject:* Re: [osg-users] OSG thread profiling results are in!! Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what the different numbers mean and how I might work with them. I can see the optimization effort is a big deal. I know it is beyond the scope of this group. Are there any resources out there to look at? I have finished the work you had already mentioned, like using png rather than bmp everywhere. We are also working on making sure our images are as small as possible. We are also going to work on using LOD. Since we are in space and most ships are far away, we are sure we can make a big jump there. I used osgUtil::Optimizer and that game me a few more frames. What are some other suggestions? We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per frame). Is this possible? We are going to look into that next. Maybe we can cache the single image (state set)? Thanks -- Rick On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: On Sat, Jun 28, 2008 at 4:35 PM, James Killian [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would be great is to have a big balanced scene that can put OSG Viewer to the test in a way where it puts equal intense stress on update, culling, and draw dispatch. What I'd hope to see is the draw dispatch be on a separate thread, where that thread showed mostly I/O activity, and the cpu activity on other threads. The osgViewer::StatsHandler will display update, event, cull, draw dispatch on all systems and draw GPU stats. The GPU stats require an OpenGL extension that I've only seen Nvidia implement so far, so you won't see this stats printed out on all systems. Also record a camera path/game sequence that you can use for benchmarking so that every run the app does the same thing, then you'll be able to study the effects that changes you make have on final performance. You'll also be able to study the above stats to where the problems occur in your scene. As a small note, the OSG in CullDrawThreadPerContext, DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run graphics in a separate thread. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraphorg/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
Re: [osg-users] OSG thread profiling results are in!!
Gahhh... thanks for the heads up... @#$#@ Microsoft... I've disabled html and going to use plain text from now on. - Original Message - From: Paul Speed [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 03, 2008 3:54 AM Subject: Re: [osg-users] OSG thread profiling results are in!! You are sending in code again. ;) -Paul James Killian wrote: We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per frame). Is this possible? We are going to look into that next. Maybe we can cache the single image (state set)? I found a way to cache the images. The Registry in osgDB has the ability to set options. It appears that _options is NULL by default, the options have a CACHE_IMAGES flag to use along with others. This works against any code that uses readImage(filename). There are others to explore too: Does anyone have any experience with using these options? is there any others that should or should not be used? James Killian - Original Message - *From:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] *To:* OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org *Sent:* Wednesday, July 02, 2008 2:11 PM *Subject:* Re: [osg-users] OSG thread profiling results are in!! Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what the different numbers mean and how I might work with them. I can see the optimization effort is a big deal. I know it is beyond the scope of this group. Are there any resources out there to look at? I have finished the work you had already mentioned, like using png rather than bmp everywhere. We are also working on making sure our images are as small as possible. We are also going to work on using LOD. Since we are in space and most ships are far away, we are sure we can make a big jump there. I used osgUtil::Optimizer and that game me a few more frames. What are some other suggestions? We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per frame). Is this possible? We are going to look into that next. Maybe we can cache the single image (state set)? Thanks -- Rick On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: On Sat, Jun 28, 2008 at 4:35 PM, James Killian [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would be great is to have a big balanced scene that can put OSG Viewer to the test in a way where it puts equal intense stress on update, culling, and draw dispatch. What I'd hope to see is the draw dispatch be on a separate thread, where that thread showed mostly I/O activity, and the cpu activity on other threads. The osgViewer::StatsHandler will display update, event, cull, draw dispatch on all systems and draw GPU stats. The GPU stats require an OpenGL extension that I've only seen Nvidia implement so far, so you won't see this stats printed out on all systems. Also record a camera path/game sequence that you can use for benchmarking so that every run the app does the same thing, then you'll be able to study the effects that changes you make have on final performance. You'll also be able to study the above stats to where the problems occur in your scene. As a small note, the OSG in CullDrawThreadPerContext, DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run graphics in a separate thread. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraphorg/listinfo.cgi/osg-users
Re: [osg-users] OSG thread profiling results are in!!
Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what the different numbers mean and how I might work with them. I can see the optimization effort is a big deal. I know it is beyond the scope of this group. Are there any resources out there to look at? I have finished the work you had already mentioned, like using png rather than bmp everywhere. We are also working on making sure our images are as small as possible. We are also going to work on using LOD. Since we are in space and most ships are far away, we are sure we can make a big jump there. I used osgUtil::Optimizer and that game me a few more frames. What are some other suggestions? We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per frame). Is this possible? We are going to look into that next. Maybe we can cache the single image (state set)? Thanks -- Rick On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Sat, Jun 28, 2008 at 4:35 PM, James Killian [EMAIL PROTECTED] wrote: The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would be great is to have a big balanced scene that can put OSG Viewer to the test in a way where it puts equal intense stress on update, culling, and draw dispatch. What I'd hope to see is the draw dispatch be on a separate thread, where that thread showed mostly I/O activity, and the cpu activity on other threads. The osgViewer::StatsHandler will display update, event, cull, draw dispatch on all systems and draw GPU stats. The GPU stats require an OpenGL extension that I've only seen Nvidia implement so far, so you won't see this stats printed out on all systems. Also record a camera path/game sequence that you can use for benchmarking so that every run the app does the same thing, then you'll be able to study the effects that changes you make have on final performance. You'll also be able to study the above stats to where the problems occur in your scene. As a small note, the OSG in CullDrawThreadPerContext, DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run graphics in a separate thread. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG thread profiling results are in!!
Hi James, I've read your emails but I'm afraid the stats mean absolutely nothing do me. One will really need to be find out what parts of the OSG i.e. what function calls are the current bottleneck. As general note, performance optimization with scene graphs as almost always an issue of improving the balance of the scene graph, be it update, cull, draw dispatch or draw GPU, it's almost always a poor scene graph that is at fault. You can often improve performance by 10x and more by simply fixing the scene graph. Doing low level code optimization will rarely get you anything like the performance improvement that you'd get by just fixing the scene graph. Given this, diving into low level profiling could well be a case of not seeing the wood from the trees. So I'd recommend if you want your app to go faster start with the basics, are your CPU or GPU limited. Then are you update, cull or draw dispatch limited? Then depending upon what results you get consider why the scene graph itself is making things so slow. This process will typically lead you to things you can do to your scene graph to fix the performance bottleneck, and all this without touching the actual code. Performance optimization is huge topic, but hopefully I'll have given you a little pointer to priorities I'd apply. Robert. On Sat, Jun 28, 2008 at 4:12 AM, James Killian [EMAIL PROTECTED] wrote: Here are some interesting profile results from the threaded profiler. First here is the ground work: OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). The actual client code tested that pushes some stress on osg is our game which anyone can download here http://www.fringe-online.com/.So I run this and measure the thread performance using Intel's thread compiler. So far, our client code main loop is very similar to how it is in the osg viewer (no fancy optimizations). There are 2 machines I have tested now... I'll post a copy of a different message I sent a few days ago here (to keep all info in this thread) ---snip Robert, This proposal you mention for 2.6 will it help balance the cpu workload against the gpu I/O bottleneck? I've been doing some osg performance benchmark research on thread synchronization using the Intel Threaded compiler, and so far the results are looking really good except for a 26% over-utilization due to sleeping. I do want to say awesome job to those responsible for threading, the amount of critical section use looked very good! All the worker threads also had good profiling results. The ultimate test I want to try today deals with an intentional GPU bottleneck... where I have a quadcore that pipes graphics out a PCI graphics card. If anyone is interested I'll post these test results. I know now that using a quad core there is lack of parallelization (e.g. 25% 85% 15% 15%), but that is a different battle for a different time. I do want to get to the bottom of the profiling and determine how well the workload is balanced against the gpu i/o, and see if there is some opportunity for optimization here. -snip Today I have the numbers from the souped up machine with a poor poor pci graphics card. The first thing to note is that the game never exceeded 18% cpu usage!! When I profiled 65% of the main thread was devoted to serial time and the bulk of the cpu time was on *this thread* and PrintSchedulingInfo [20] thread. The thread 20 showed 21% contributed to blocking, but the rest of it was active. The rest of the threads (like with my machine) looked really good! it is just too bad they don't do much work. Realistically my machine at work is not typical due to the pci graphics, but it did put good stresses to show where the I/O bottle neck is (on the main thread). My machine at home is a dual p 2.4 with NVidia GeForce 5900XT. When testing other games on my home machine I get great frame rate, so my goal will be to osg's performance to something comparable. Aside from the threading profiler, I have tested AMD code analyst to find the most frequent called code, and for osg 1.2 it turned out to be the Matrix Multiply. Aside from that OSG itself took a significant bulk of the CPU workload. This AMD profiler works differently in that it does not count sleeping or I/O time, but rather keeps note of the most frequent called. At some point I'll retest for code optimizations, but not yet... the real gain now is to balance the CPU rendering against it sending to GPU. It would be great if I can find a solution that can benefit the whole osg community (all platforms). If anyone has an interest in faster performance using the new osgViewer please share with me some ideas thanks. I can track where bottlenecks are, but working out a good solution will take some time to learn. I'll need to profile with VS 9 and OpenMP to see if this helps.
Re: [osg-users] OSG thread profiling results are in!!
Thanks Robert, (James and I are working on this together. He has decided to focus his attentions on understanding OpenSceneGraph and optimizing where he can, where most of the client game code dealing with the scene graph is mine). I was planning on asking some of these questions eventually anyway, but now seems like a good time ;) I think a huge part of what we are seeing is that we are relying very heavily on image maps for everything, and that most graphics cards have to swap memory. That said, I know that I need to work on my dependence on these image maps and look harder at resizing them where possible. Are there any other recommendations out there for more effective image map utilization? One thing I know I want to apply is LOD, which I have not done yet. In looking over the example code, the LOD is pretty straight forward. All our ships use UV mapping, and I was trying to make it so that the image was only loaded once for the ship type, rather than for each instance. It did not seem that this made much of a difference, however. I have started to look at the osgImposter example for help in how I might better handle this. AM I going in the right direction? I have lots more questions, but I figure I will ask them as I get to them and I am able to dig in myself. Thanks again for all the great support, -- Rick On Sat, Jun 28, 2008 at 5:22 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi James, I've read your emails but I'm afraid the stats mean absolutely nothing do me. One will really need to be find out what parts of the OSG i.e. what function calls are the current bottleneck. As general note, performance optimization with scene graphs as almost always an issue of improving the balance of the scene graph, be it update, cull, draw dispatch or draw GPU, it's almost always a poor scene graph that is at fault. You can often improve performance by 10x and more by simply fixing the scene graph. Doing low level code optimization will rarely get you anything like the performance improvement that you'd get by just fixing the scene graph. Given this, diving into low level profiling could well be a case of not seeing the wood from the trees. So I'd recommend if you want your app to go faster start with the basics, are your CPU or GPU limited. Then are you update, cull or draw dispatch limited? Then depending upon what results you get consider why the scene graph itself is making things so slow. This process will typically lead you to things you can do to your scene graph to fix the performance bottleneck, and all this without touching the actual code. Performance optimization is huge topic, but hopefully I'll have given you a little pointer to priorities I'd apply. Robert. On Sat, Jun 28, 2008 at 4:12 AM, James Killian [EMAIL PROTECTED] wrote: Here are some interesting profile results from the threaded profiler. First here is the ground work: OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). The actual client code tested that pushes some stress on osg is our game which anyone can download here http://www.fringe-online.com/.So I run this and measure the thread performance using Intel's thread compiler. So far, our client code main loop is very similar to how it is in the osg viewer (no fancy optimizations). There are 2 machines I have tested now... I'll post a copy of a different message I sent a few days ago here (to keep all info in this thread) ---snip Robert, This proposal you mention for 2.6 will it help balance the cpu workload against the gpu I/O bottleneck? I've been doing some osg performance benchmark research on thread synchronization using the Intel Threaded compiler, and so far the results are looking really good except for a 26% over-utilization due to sleeping. I do want to say awesome job to those responsible for threading, the amount of critical section use looked very good! All the worker threads also had good profiling results. The ultimate test I want to try today deals with an intentional GPU bottleneck... where I have a quadcore that pipes graphics out a PCI graphics card. If anyone is interested I'll post these test results. I know now that using a quad core there is lack of parallelization (e.g. 25% 85% 15% 15%), but that is a different battle for a different time. I do want to get to the bottom of the profiling and determine how well the workload is balanced against the gpu i/o, and see if there is some opportunity for optimization here. -snip Today I have the numbers from the souped up machine with a poor poor pci graphics card. The first thing to note is that the game never exceeded 18% cpu usage!! When I profiled 65% of the main thread was devoted to serial time and the bulk of the cpu time was on *this thread* and PrintSchedulingInfo [20] thread.
Re: [osg-users] OSG thread profiling results are in!!
Hi Rick, Sharing state is essential to good performance, and even more critical when you start approaching memory limits. You'll need to share osg::Texture(s) rather than just osg::Image(s) to get the benefit. Sharing complete osg::StateSet is the most efficient, for cull, draw dispatch into the OpenGL fifo (the OSG's draw traversal) and draw down on the GPU. If you are hitting memory limits on the graphics card, beyond sharing of Textures/StateSet, you could also look at using non power of two textures, and using compressed texture formats as these can stay compressed on the graphics card. Scaling your texture sizes to fit to your hardware limits. My general guide would be to get your app running at a solid frame rate (equal to your monitors refresh rate), typically this will be something like 75Hz on modern displays, to hit this you might need to be more conservative about just how much eye candy you are throwing at the system i.e. texture sizes/effects etc. Once you've got your solid frame rate on a given hardware then look at what you can add without breaking frame. These days I see little excuse for not hitting a solid 60+Hz for modern graphics apps, unless you have an app doing something hard for the graphics hardware like volume rendering, or a CAD app with millions of polygons in the scene. If you aren't hitting a solid frame rate then something's up and you need to address it. There is *huge* number of things you can do to make graphics go more efficiently, one can scratch the surface it in a couple of emails. Robert. On Sat, Jun 28, 2008 at 4:05 PM, [EMAIL PROTECTED] wrote: Thanks Robert, (James and I are working on this together. He has decided to focus his attentions on understanding OpenSceneGraph and optimizing where he can, where most of the client game code dealing with the scene graph is mine). I was planning on asking some of these questions eventually anyway, but now seems like a good time ;) I think a huge part of what we are seeing is that we are relying very heavily on image maps for everything, and that most graphics cards have to swap memory. That said, I know that I need to work on my dependence on these image maps and look harder at resizing them where possible. Are there any other recommendations out there for more effective image map utilization? One thing I know I want to apply is LOD, which I have not done yet. In looking over the example code, the LOD is pretty straight forward. All our ships use UV mapping, and I was trying to make it so that the image was only loaded once for the ship type, rather than for each instance. It did not seem that this made much of a difference, however. I have started to look at the osgImposter example for help in how I might better handle this. AM I going in the right direction? I have lots more questions, but I figure I will ask them as I get to them and I am able to dig in myself. Thanks again for all the great support, -- Rick On Sat, Jun 28, 2008 at 5:22 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi James, I've read your emails but I'm afraid the stats mean absolutely nothing do me. One will really need to be find out what parts of the OSG i.e. what function calls are the current bottleneck. As general note, performance optimization with scene graphs as almost always an issue of improving the balance of the scene graph, be it update, cull, draw dispatch or draw GPU, it's almost always a poor scene graph that is at fault. You can often improve performance by 10x and more by simply fixing the scene graph. Doing low level code optimization will rarely get you anything like the performance improvement that you'd get by just fixing the scene graph. Given this, diving into low level profiling could well be a case of not seeing the wood from the trees. So I'd recommend if you want your app to go faster start with the basics, are your CPU or GPU limited. Then are you update, cull or draw dispatch limited? Then depending upon what results you get consider why the scene graph itself is making things so slow. This process will typically lead you to things you can do to your scene graph to fix the performance bottleneck, and all this without touching the actual code. Performance optimization is huge topic, but hopefully I'll have given you a little pointer to priorities I'd apply. Robert. On Sat, Jun 28, 2008 at 4:12 AM, James Killian [EMAIL PROTECTED] wrote: Here are some interesting profile results from the threaded profiler. First here is the ground work: OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). The actual client code tested that pushes some stress on osg is our game which anyone can download here http://www.fringe-online.com/.So I run this and measure the thread performance using Intel's thread compiler. So far, our client code main loop is very similar to how it is in the osg viewer (no fancy
Re: [osg-users] OSG thread profiling results are in!!
Thanks for the feedback. I'll start with these areas as you suggested and see what numbers I am getting. The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would be great is to have a big balanced scene that can put OSG Viewer to the test in a way where it puts equal intense stress on update, culling, and draw dispatch. What I'd hope to see is the draw dispatch be on a separate thread, where that thread showed mostly I/O activity, and the cpu activity on other threads. Well anyhow... I got my work cut out for me now... thanks again. James Killian - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Saturday, June 28, 2008 4:22 AM Subject: Re: [osg-users] OSG thread profiling results are in!! Hi James, I've read your emails but I'm afraid the stats mean absolutely nothing do me. One will really need to be find out what parts of the OSG i.e. what function calls are the current bottleneck. As general note, performance optimization with scene graphs as almost always an issue of improving the balance of the scene graph, be it update, cull, draw dispatch or draw GPU, it's almost always a poor scene graph that is at fault. You can often improve performance by 10x and more by simply fixing the scene graph. Doing low level code optimization will rarely get you anything like the performance improvement that you'd get by just fixing the scene graph. Given this, diving into low level profiling could well be a case of not seeing the wood from the trees. So I'd recommend if you want your app to go faster start with the basics, are your CPU or GPU limited. Then are you update, cull or draw dispatch limited? Then depending upon what results you get consider why the scene graph itself is making things so slow. This process will typically lead you to things you can do to your scene graph to fix the performance bottleneck, and all this without touching the actual code. Performance optimization is huge topic, but hopefully I'll have given you a little pointer to priorities I'd apply. Robert. On Sat, Jun 28, 2008 at 4:12 AM, James Killian [EMAIL PROTECTED] wrote: Here are some interesting profile results from the threaded profiler. First here is the ground work: OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). The actual client code tested that pushes some stress on osg is our game which anyone can download here http://www.fringe-online.com/.So I run this and measure the thread performance using Intel's thread compiler. So far, our client code main loop is very similar to how it is in the osg viewer (no fancy optimizations). There are 2 machines I have tested now... I'll post a copy of a different message I sent a few days ago here (to keep all info in this thread) ---snip Robert, This proposal you mention for 2.6 will it help balance the cpu workload against the gpu I/O bottleneck? I've been doing some osg performance benchmark research on thread synchronization using the Intel Threaded compiler, and so far the results are looking really good except for a 26% over-utilization due to sleeping. I do want to say awesome job to those responsible for threading, the amount of critical section use looked very good! All the worker threads also had good profiling results. The ultimate test I want to try today deals with an intentional GPU bottleneck... where I have a quadcore that pipes graphics out a PCI graphics card. If anyone is interested I'll post these test results. I know now that using a quad core there is lack of parallelization (e.g. 25% 85% 15% 15%), but that is a different battle for a different time. I do want to get to the bottom of the profiling and determine how well the workload is balanced against the gpu i/o, and see if there is some opportunity for optimization here. -snip Today I have the numbers from the souped up machine with a poor poor pci graphics card. The first thing to note is that the game never exceeded 18% cpu usage!! When I profiled 65% of the main thread was devoted to serial time and the bulk of the cpu time was on *this thread* and PrintSchedulingInfo [20] thread. The thread 20 showed 21% contributed to blocking, but the rest of it was active. The rest of the threads (like with my machine) looked really good! it is just too bad they don't do much work. Realistically my machine at work is not typical due to the pci graphics, but it did put good stresses to show where the I/O bottle neck is (on the main thread). My machine at home is a dual p 2.4 with NVidia GeForce 5900XT. When testing other games on my home machine I get great frame rate, so my goal will be to osg's performance to something
Re: [osg-users] OSG thread profiling results are in!!
On Sat, Jun 28, 2008 at 4:35 PM, James Killian [EMAIL PROTECTED] wrote: The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would be great is to have a big balanced scene that can put OSG Viewer to the test in a way where it puts equal intense stress on update, culling, and draw dispatch. What I'd hope to see is the draw dispatch be on a separate thread, where that thread showed mostly I/O activity, and the cpu activity on other threads. The osgViewer::StatsHandler will display update, event, cull, draw dispatch on all systems and draw GPU stats. The GPU stats require an OpenGL extension that I've only seen Nvidia implement so far, so you won't see this stats printed out on all systems. Also record a camera path/game sequence that you can use for benchmarking so that every run the app does the same thing, then you'll be able to study the effects that changes you make have on final performance. You'll also be able to study the above stats to where the problems occur in your scene. As a small note, the OSG in CullDrawThreadPerContext, DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run graphics in a separate thread. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org