Dear list,

Since a bit of time, I'm running into strange performance problems with OpenSG. For me, it looks like graphics card memory being eaten up quite fast and the system swapping in from main memory, but I can't confirm that since - correct me if I'm wrong - there's no way to determine the actual amount of graphics card memory used.

 I've put a testfile up:

http://www.syrophenium.de/files/tmp/opensg/2bmw.bin (sorry, it's quite big at 130something mb ..)

On big iron complete with a quadro fx 3400 graphics card this renders at a whopping 0.9 to 2 fps when viewed full. If I let the view frustum gradually cull parts of the geometry away, it suddenly jumps up to 60+ fps. The geometry isn't too complex and I wouldn't consider the amount of texture data (opensg shows 34 megs) as a challenge for a 256 MB card.

I can render the same situation with different scenegraphs (perf**mer, OpenSceneGraph) at 20 fps on a much lower-spec system and at near 40 fps on the system mentioned above.

Perhaps somebody could confirm this? It seems that both windows and linux suffer from this problem, however I mainly tried linux. I've used stock OpenSG optimized libs 1.4.0 and 1.6.0 together with unmodified osgSceneViewer, no FSAA, no anisotropic mapping (if enabled, these make things worse).

What surprises me the most are the sudden changes in fps, the trigger in between about 1 fps and 60 fps seems to be only at < 50 triangles drawn more or less.

nvidia drivers used are 77.56 for win32, 7676 for linux (older driver versions exhibited the same behaviour, though).

Could this be attributed to non power-of-two textures? I though these would now be supported (and they do work out of the box in opensg), but for the other rendering systems I do some re-scaling on the textures.

 Any input appreciated as always - best regards,
-.jan.-

--
 Jan Wurster :: developer

 IC:IDO GmbH :: Jurastr. 8 :: 70565 Stuttgart :: Germany
 http://www.icido.de :: phone +49 711 27 303 163


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