Re: [osg-users] Improving performances

2017-03-07 Thread Ale Maro
Hi, as you suggested, I tried to use multiple geometries instead of a single huge geometry. I had best results using 50k to 150k triangles for each geometry. In my test files I notices a good frame rate improvement (around 2x to 3x) Thank you for the hint. Ale -- Read this

Re: [osg-users] Improving performances

2017-02-23 Thread Robert Osfield
HI Ale, On 23 February 2017 at 12:16, Ale Maro wrote: > I think it is correct not to use indexed sets to have good performances. I don't understand what you mean by "indexed sets". With the OSG/OpenGL you can use osg::DrawArrays/glDrawArrays and

Re: [osg-users] Improving performances

2017-02-23 Thread Ale Maro
Hi all, my graphic card have 2GB of dedicated RAM and 6GB of shared RAM I tried to reduce number of triangles (to use LODs) using osgUtil::Simplifier but geometries are too big. I think it is correct not to use indexed sets to have good performances. I already use VBOs... but I use one single

Re: [osg-users] Improving performances

2017-02-23 Thread Robert Osfield
On 23 February 2017 at 10:07, Ale Maro wrote: > Attached is a screenshot of OSG stats on a sample scene with 5 instances of > an object (camera#1 is a secondary camera, not important). > The scene have about 109M vertices (~22M x 5 instances) and 36M triangles > (~7M x 5

Re: [osg-users] Improving performances

2017-02-23 Thread Sebastian Messerschmidt
Am 23.02.2017 um 11:07 schrieb Ale Maro: Hi all, thanks for the hints and sorry for the late reply. Attached is a screenshot of OSG stats on a sample scene with 5 instances of an object (camera#1 is a secondary camera, not important). The scene have about 109M vertices (~22M x 5 instances)

Re: [osg-users] Improving performances

2017-02-23 Thread Ale Maro
Hi all, thanks for the hints and sorry for the late reply. Attached is a screenshot of OSG stats on a sample scene with 5 instances of an object (camera#1 is a secondary camera, not important). The scene have about 109M vertices (~22M x 5 instances) and 36M triangles (~7M x 5 instances) at

Re: [osg-users] Improving performances

2017-02-20 Thread Julien Valentin
Hi Ale If I read you correctly,you're said to be gpu bound because of the huge amount of vertices to process. You're also saying you're working with CAD representation (which AFAIK have parametric representation(shape) ) I think the good approach is to keep your geometry parametric (shape) and

Re: [osg-users] Improving performances

2017-02-20 Thread Julien Valentin
Hi Ale If I read you correctly,you're said to be gpu bound because of the huge amount of vertices to process. You're also saying you're working with CAD representation (which AFAIK have parametric representation(shape) ) I think the good approach is to keep your geometry parametric (shape) and

Re: [osg-users] Improving performances

2017-02-16 Thread Robert Osfield
Hi Ale, Without knowing more details about the specifics about the data structure, the bottlenecks you are seeing etc. one can't provide exact steps of what to do to improve performance. The general approach to performance improvement is to first benchmark your application to see where the

Re: [osg-users] Improving performances

2017-02-15 Thread werner.modenb...@texion.eu
Hi Alex, I'm doing simulations of textile structures and work with yarn objects being deformed according to Bentsen stretches etc. The number of triangles is also extreme. I have a COUPLE bound version doing the geometries by CPU threads and a second version working with geometry shades. Both

[osg-users] Improving performances

2017-02-15 Thread Ale Maro
Hi, I posted some question about OSG performance in the past and now I would like to definitively improve visualization performance of my application. I want to say that now I already have very good performances with OSG but now I need to start thinking how to manage also some "extreme" scenes.