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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