Hi,
Latetly I've been playing around with equalizer quite a lot, it is a great
library for
parallelizing graphics but I have some minor problems regarding performance.
I'm doing a VR system with 4 nodes and 1 main application node (which
doesn't render anything
at the moment) for a CAVE. The nodes are Intel quadcores 4GB RAM with Quadro
FX 5600 and the
main node is exactly like the rest but the graphic card is a Geforce 8600
GT. All of them
running WinXP. All conected with 1GB LAN.
I'm working with a little bit modified version of eqOSG, maybe is something
related to OSG?
The weird thing is that after adding shadow maps (some more pass thru the
pipe) to the program
I noticed that when I execute it on the cluster it runs slower than when I
run it on the main
node (the one with the 8600GT) without turning on the eqServer.
This are the test results for the system.
___________________________________________
| WITHOUT SHADOWS | WITH SHADOWS |
|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| | ONLY | | ONLY |
| 4 NODES | MAINNODE | 4 NODES | MAINNODE |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯ |¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
Scenery1 | | | | |
300000 vertex | ~60FPS | ~60FPS | ~34FPS | ~60FPS |
1000000 triangles| | | | |
| | | | |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
Scenery2 | | | | |
1000000 vertex | ~53FPS | ~60FPS | ~18FPS | ~60FPS |
3300000 triangles| | | | |
| | | | |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I think I must be missing something, here is a compressed (and comented)
version of my config
file (it is based on "5-pipe.cave.lb.eqc" ):
global
{
EQ_WINDOW_IATTR_HINT_DECORATION OFF
EQ_WINDOW_IATTR_HINT_DOUBLEBUFFER ON
}
server
{
config
{
latency 0
appNode
{
}
###########################################
There are several NODEs like the folowing
one 1-4 only changing IP and channel name
###########################################
#NODE 1
node
{
###########################################
I added this option so all nodes do the
frame at the same time
###########################################
attributes { thread_model DRAW_SYNC }
connection { hostname "147.156.113.132" TCPIP_port 4242}
pipe
{
#FRONT
name "GPU front"
window
{
attributes
{
hint_fullscreen ON
hint_doublebuffer ON
}
viewport [ 330 250 320 240 ]
channel { name "channel-front" }
}
}
... (3 NODEs MORE, almost like the one above)
}
compound
{
view_equalizer {}
###########################################
There are several COMPOUNDs like the folowing
one, changing channel name, wall cords,...
###########################################
compound
{
channel "channel-front"
wall
{
top_left [ 0.677 0.901 -0.758 ]
bottom_left [ -0.677 0.901 -0.758 ]
bottom_right [ -0.677 -0.901 -0.758 ]
}
###########################################
I commented the next line because I had
some artifacts if using it, not only in my
application, also on eqPly and with different
computers (the two of them with WinXP)
I've upload an image here showing the artifacts:
http://mural.uv.es/togarba/equalizer/foro_image.jpg
###########################################
# load_equalizer {}
###########################################
I added the DFR equalizer because it highly
increased the framerate when I first tested
it
###########################################
DFR_equalizer
{
framerate 60.0
damping 0
}
compound{ }
compound{ channel "channel-left" outputframe{ name "left1"
}}
compound{ channel "channel-top" outputframe{ name "top1" }}
compound{ channel "channel-right" outputframe{ name
"right1"}}
inputframe { name "left1" }
inputframe { name "top1" }
inputframe { name "right1" }
}
... (3 COMPOUNDs MORE, almost like the one above)
}
}
I've tried to anaylise the statistics with eqPly but I've haven't seen
anything
weird, all seems ok. Maybe I have to implement the statistics in the eqOSG
to see what is happening exactly with the shadows.
Thanks for any help,
Tomás Gª-Pozuelo
--
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