Hi All,

I'd like to say thanks to the mailing list, for the support you gave me!
However, I'm fnished with the performance tests for now. All I needed
to know, was if the performance is comparable to OSG, and I'm totally
satisfied.

We (my Workgroup in the University of Cologne) will continue using
OpenSG. So I won't let you off the hook that easily ;-)

Thanks a lot again,
Daniel



On 30/03/07, Dirk Reiners <[EMAIL PROTECTED]> wrote:
>
>         Hi Daniel,
>
> Daniel Wickeroth wrote:
> > Hi,
> >
> > I updated my OpenSG last Wednesday and recompiled everything, before
> > running the same tests again.
> >
> > Here are the results: http://vis.uni-koeln.de/FrameTests/Test5.htm
> >
> > The obj files load much faster now, and the performance is as good as
> > it was before.
>
> That looks ok. Not great, but ok. ;)
>
> > The Machine I am running the test on is an Intel with 3 Ghz, 1 GB RAM,
> > and a nVidia GeForce 6200 with 256 MB
> >
> > Since I began testing a few weeks ago I wondered why I never get
> > framerates higher than 64/s. I though that was because the graphics
> > card just refuses to render more images, but it's in fact just a
> > programming error I made. Apparently the smallest possible time the
> > timer I used is able to measure is 1/64 sec, for any smaller
> > timeintervall I get 0. Since I measure the time of each given frame,
> > and throw away those with a time of 0 ( I don't want to devide by 0)
> > the framerate can't be higher than 64.
> >
> > There are certainly better ways to do it, but I think the really
> > interesting framerates are the smaller ones anyway (at least for my
> > system).
>
> You can use OpenSG's timer (OSG::Time OSG::getSystemTime()), which uses 
> whatever
> system call is the most accurate. If you need really short intervals you can 
> use
> OSG::TimeStamp getTimeStamp(); which uses high-resolution timers, which you 
> can
> turn into milliseconds using getTimeStampMsecs.
>
> Hope it helps
>
>         Dirk
>
>
>
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-- 
Daniel Wickeroth
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