Thanks for the reply Andreas,

I dont think thats the case here. All machines we use has NVIDIAs 9600 GT. I
may have not explained properly the whole thing:

I've used the exact code of the Tutorial: the ClusterServer and the
ClusterClient examples.

I've made two tests:
1) The first one was made localy, all in a same machine:  I've startup the
two servers and it kept waiting on a tcp port for the client. I startup the
client and the connection got established. The client navigation (black)
window appered and I dragged the mouse to manipulate (rotate) the scene.
When I moved the mouse in the navigation window at the client side and the
scene gets updated at server window very fast, because the changes
(transformation matrix) at client side are sent very fast (loopback) to the
server.

2) The second one was made remotelly, using two machines: When I run the
same thing the 2 machines, one for the server and one for the client, the
same action of moving the mouse within the navigation window at client side
results in a low refresh rate ate the servers side, as there was some kind
of delay for client to send the changes over the network t o the servers.

Is There is anything I can do to improve the performance using remote
machines? Is there any advanced classes/techincs of OpenSG to implement this
kind of test? Is that something intrinsic of the distribution
problem/implementation/architecture?

Thanks

Pablo

On Mon, Jan 12, 2009 at 11:11 AM, Andreas Zieringer <[email protected]> wrote:

> Hi Pablo,
>
> I suppose your cluster server machine has no OpenGL hardware acceleration.
>
> Andreas
>
> > Well, I haven´t tested that yet (adding the glut idle func to refresh
> > the render), but the problem, AFAICT is something related to the
> > transmitted data ratio over the networkt or something related to network
> > handling.. because the scene gets rendered every  time something changes
> > is the client... so, if a mouse move occurs and, for example, it moves
> > 10 coordinates, the scene will change 10 times and there will be 10
> > matrices sent over the network to the servers and the scene will be
> > rendered 10 times at servers. The Idle func will not yield any visual
> > result if there is no change in the scene.
> >
> >  Another important info is that if I run the SAME client and server at
> > the same machine using only this one machine and the same network
> > settings (connection type), the refresh ratio gets high because the data
> > is sent over the loopback interface.... So, why the delay is so high
> > over a local area network that used gigabyte bw? Do I need to use any
> > advance class/ technic rather than the simples one of the tutorial?
> Thanks!
> >
> >
> > Pablo
> >
> >
> > On Fri, Jan 9, 2009 at 9:17 PM, Garry Hoberg <[email protected]
> > <mailto:[email protected]>> wrote:
> >
> >     Hi, Pablo!
> >
> >     Did you add "glutIdleFunc(display);" to the setupGlut() ? I think
> >     without that line the scene ist only drawn when you move the mouse
> >     over the Client window.
> >
> >     Regards,
> >     Garry
> >
> >      > -----Ursprüngliche Nachricht-----
> >      > Von: "Pablo Carneiro Elias" <[email protected]
> >     <mailto:[email protected]>>
> >      > Gesendet: 09.01.09 20:37:03
> >      > An: [email protected]
> >     <mailto:[email protected]>
> >      > Betreff: [Opensg-users] Question about Simple OpenSG Clustering
> >
> >     Hi all,
> >      >
> >      > I've been testing the basics of OpenSG clustering using the basic
> >      > OpenSG tutorial examples provided with OpenSG lib (12ClusterServer
> >      > and 13ClusterClient). The example uses a very simple scene that
> >      > contains only a torus but for some reason the FPS gets no more
> >     than 5.
> >      > Im using 2 machines in local network (Gigabyte network bandwith),
> one
> >      > for the two servers and other for the client. When I move the
> mouse
> >      > at clients black navigation window, the scene gets updated at
> servers
> >      > but the refresh rate is low. The tutorial uses simpleSceneManager
> at
> >      > client side to handle the simple scene. AFAIK, the only thing that
> is
> >      > being changed at every mouse move is the scene transformation that
> is
> >      > than sent over the servers to update the rendering. So, if
> >     SimpleSceneM
> >      > anager does it right, the change list of the scene at clients side
> is
> >      > fine and the only thing that needs to be sent is really a
> >     transformatio
> >      > n matrix.
> >      >
> >      > I've also tested the program using two connected p2p machines
> using a
> >      > cross-over cable to discard any network problem, but I've got the
> >      > same results.
> >      >
> >      > The question is, why the framerate is so slow? The're is anything
> I
> >      > can do to improve the performance? Is there any advanced classes/
> >      > techincs of OpenSG to implement this kind of test? Is that
> something
> >      > intrinsic of the distribution problem/implementation/architecture?
> >      >
> >      > Thank's
> >      >
> >      > Pablo
> >      >
> >
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