Hi Marcus,
Rieche, Marcus wrote:
> Hi!
>
> I wrote an test application for OpenSG 1.6. I do da custom rotation with
> an scalable object. With each call of display() I count up a frame counter.
>
> My test object is a field of pyramids side by side. I use SortFirst and
> Multicast.
>
> For a object size with 160000 triangles I get
>
> 1 Server 30 FPS
> 2 Server 45 FPS
> 3 Server 52 FPS
>
> For a object sitze with 1 000 000 triangles I get
>
> 1 Server 13 FPS
> 2 Server 8 FPS
> 3 Server 8 FPS
>
> So first test is something I would expect. But the other one is the more
> interesting. And that doesn't look good. So I wonder if there is
> something wrong in my program. Is there something I can do to get a
> speed up for bigger objects.
>
> More triangles for example something about 2 000 000 or 4 000 000 gives
> a program crash. Is there a limit for one node?
There is no built-limit, so that is surprising.
One reason I could think of that would explain the effect is if you change a
part of the actual geometry per frame. That would force sending the whole
geometry over, which will take longer with a larger object.
Can you check to make you don't do that?
Thanks
Dirk
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