Hello Michael,

Michael Raab wrote:
> just raising this issue again. 
> Does no one have a clue what is causing this?
> 
>> we're using OpenSG 1.8 for our VR platform.
>> Comparing the fps statistics produced by OpenSG, we can see performance 
>> >differences when visualizing the same set of geometry using a 32bit and a 
>> >64bit version of our platform ( and OpenSG as well ;-) ), where the 64bit 
>> >version is in same cases slower than the 32bit version.
>> When comparing some of our 3d scenarios both versions are nearly equally 
>> >fast when displaying simple CAD geometry without transparencies and 
>> >textures. When displaying scenarios which use textures and transparencies 
>> >the 64bit version reaches only approx 70% of the 32bit version performance.

unfortunately I don't have a clear idea what might be the cause, just 
some vague possibilities none of which I'd expect to cause a slowdown as 
big as you are seeing (perhaps multiple effects add up?):
- driver differences between 32/64 bit
- increased cache thrashing because of the larger pointer size
- since you only see this with textures, maybe the pixel data is poorly 
aligned (Image holds it in a MFUInt8 i.e. std::vector<unsigned char>), 
but after the transfer to the graphics card that should not matter any 
longer

        Cheers,
                Carsten

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