Hello,
I did some preliminary tests with the posted applications...
System Specs: P4 3.2Ghz, 2GB RAM
QuardoFX 3000G, 256mb
--------------------------------------
tie100 (no problems)
--------------------------------------
OSG: 17.1377s / 61.9189 fps
OpenSG: 214.343s / 61.5804 fps
--------------------------------------
tie243
--------------------------------------
OSG: 44.9264s / 57.0836 fps // stutters when object clips window
OpenSG: 1757.0s / 61.2751 fps
--------------------------------------
mastodon (477,217 tris)
--------------------------------------
OSG: 68.8049s / 61.1406 fps // stutters same as above
OpenSG: 58.4690s / 61.8778 fps // had to use WRL, OBJ file failed
I will try to do the other tie fighter tests overnight, but initial
impressions are fairly positive for OpenSG. It doesn't slow down and stutter
when objects clip the frustum and gets good frame rates with large files.
The load times for OBJ are horrendous compared with OSG as well as OpenSG's
own VRML loader.
Questions:
1) are any optimizations made regarding vertex indices? (e.g. using shorts
instead of regular 32bit ints)
2) has anyone else encountered "Unknown Object Data Element x.xxxxx" when
using OBJs exported from Max?
3) Why is there such a profound difference between OBJ and WRL loading?
I will post results of my overnight tests tomorrow.
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615-9699
mobile: 734-730-9904
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel
Wickeroth
Sent: Friday, March 09, 2007 12:38
To: [email protected]; Paul Benölken
Subject: [Opensg-users] OpenSG vs. OpenSceneGraph Performance Test
Hi,
I just did some tests on OpenSG and OpenSceneGraph to find out which
better suits my needs (Performance) So I wrote some little testing
programs, loaded a VRML or an OBJ file (OpenSceneGraph doesn't seem to
support VRML) and measured the framerates.
You can find the results here:
http://www.uni-koblenz.de/~schmecko/Seite.htm
As a basic file I used the tie.wrl that comes with OpenSG. To create
larger scenes I simply multiplied the number of the tie-fighters in
the scene (up to 729= 9*9*9). Since OpenSceneGraph doesn't seem to
support VRML I converted the files into the .obj-format. I tested both
(wrl and obj) with OpenSG.
Some things were pretty strange.
First of all OpenSceneGraph was sometimes twice as fast as OpenSG
(tie243.wrl), which I did not expect. I tried to match the setups as
closely as possible given the short time I had. But even if there was
a slight advantage for OpenSceneGraph, the results seem odd to me.
Secondly, OpenSG 1.8 seems to be slower than OpenSG 1.6. But this I
cannot really say, because with OpenSG 1.6 I only built my code
myself, and used the precompiled binaries from the web. With OpenSG
1.8 I compiled everything myself, inlcuding the OpenSG libraries, with
the VS 8.0 compiler.
I would be glad to get some comments on the tests. Maybe some
improvements on the procedure? If you want I will gladly upload some
sceenshots and more info about the testing procedure.
Cheers,
Daniel
Daniel Wickeroth
Moltkestraße 88
50674 Köln
Home 0221 3569325
Work 0221 478 86504
Mobil 0176 700 40 252
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