Hi Marco,

On Fri, Mar 28, 2008 at 5:52 PM, Marco Jez <[EMAIL PROTECTED]> wrote:
> Hi everybody, long time no see!

Welcome back ;-)

> The good news: little changes were needed to make my apps compile with OSG
> 2.3. The bad news: the same apps now consume much more RAM, and they also
> run slower. In brief, here are the results for one of my largest
> applications (with lots of compressed DDS textures):
>
> Compiler: Visual C++ 7.1
> OSG+OpenThreads: 1.2
> Total RAM usage: 380 MB
> Frame rate (reference view): 30 FPS
>
> Compiler: Visual C++ 9.0
> OSG+OpenThreads: 1.2
>
> Total RAM usage: 380 MB
> Frame rate (reference view): 27 FPS
>
>
> Compiler: Visual C++ 9.0
> OSG+OpenThreads: latest SVN (2.3.6)
>
> Total RAM usage: 760 MB
> Frame rate (reference view): 23 FPS
>
> The OS is Windows XP Professional SP2.
> In all tests, VSync was ON, and the refresh rate was 75 Hz. The test scene
> doesn't contain any paged LODs.
>
> This is only a quick report, more details to come. Before I try to
> understand what's going on, is there anything that I might have overlooked,
> as for example any optimizations whose default values have changed since OSG
> 1.2?

Check the CMake build options for release vs debug.

The other possibility is the default enabling of theadsafe ref/unref
for the majority of scene graph objects.  I certainly don't see big
differences under Linux with enabled - just a couple of percent in
cull traversal for big scenes, but you never know the Windows
OpenThreads::Mutex might be dog slow compared to Pthreads.  You can
enable threadsafe ref/unref in 1.2 and find out, its more awkward to
disable under 2.x though as a number of objects explicitly set the
thread safe ref/unref.

The wider use of thread safe ref/unref is what you have to pay for
greater stability when multi-threading, and with 2.x threading is much
more prevalent once you start using osgViewer.  The new threading
models should mean you should get better performance once you start
utilising them.

Robert.
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