Robert,

Great news! I look forward to using this in the near future either through
OSG directly or osgEarth.

Was a bit amused by your comment about the accuracy on "finding your
house". I think it's a great feature, especially considering how that data
can be used by autonomous vehicles eventually.

-Nathan

On Wed, Mar 17, 2021 at 12:36 PM Robert Osfield <robert.osfi...@gmail.com>
wrote:

> Hi All,
>
> Over the past 2 1/2 years I've been mainly focused on VulkanSceneGraph
> project, this isn't yet at 1.0 but it's come along nicely.  This week I
> wrote an example that illustrates how to use vsg::PagedLOD and
> vsg::ReaderWriter to implement paged database that streams data from online
> tile serves such a OpenStreetMap and ReadyMap.  It's like a very simple and
> crude demo of osgEarth style paging.
>
> To look at the visual differences and performance differences I've
> recorded a camera animation path in osgviewer then run this same path with
> the same OpenStreetMap databasee in osgviewer using osgEarth, and then with
> the same path but using the new vsgpagedlod example.
>
>
> https://github.com/vsg-dev/vsgExamples/tree/PagedLOD/examples/nodes/vsgpagedlod
>
> I've upload the a video of running the two applications, first the OSG
> then VSG, to youtube:
>
>     https://www.youtube.com/watch?v=nOQxr09ald4
>
> The average fps for the 2 minutes camera animation path was 878fps for the
> OSG/osgEarth combo and 2698fps for VSG/vsgpagedlod, which is just under 3
> times faster for the Vulkan/VulkanSceneGraph.
>
> As I explain in the video it's not an exact like for like comparison as
> osgEarth is doing blending between LODs, while the VSG/vsgpagedlod is
> selecting a higher level of detail for a given view.
>
> The osgviewer was run with default DrawThreadPerContext threading, while
> vsgpagedlod viewer was running single threaded.  In both cases the
> osgDB::DatabasePager and equivalent vsg::DatabasePager are doing all the
> loading in a set of background threads.
>
> The VSG supports running viewer multi-threaded but is unnecessary in this
> instance as the cull/draw traversal/dispatch are all happening less than
> half a millisecond :-)
>
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