Art,

I did use my own timings and there's no question the application runs much
faster with stats on. Zoom, pan, rotations are all much, much faster and
smoother with stats on.....

I agree it shouldn't be this way.

Try adding this to your viewer and see it you get the same results.

viewer->addEventHandler( new osgViewer::StatsHandler );

Brian

BTW - I'm on Win XP with Nvidia Quadro FX 4600.

[EMAIL PROTECTED] wrote: -----


To: OpenSceneGraph Users <[email protected]>
From: Art Tevs <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 05/21/2008 04:33PM
Subject: Re: [osg-users] osgPPU Performance

Hi Brian,

>
> First I like to say osgPPU is really fantastic!!!
>
yes, in deed ;-)


> I'm using osgPPU 0.2 on OSG 2.2. I had to add my own
> version of
> osg::Shader::readShadefFile to get it to compile/run on osg
> 2.2. So far so
> good. I can run the examples and I've created my own
> test application.
>
Oh, yeah, thats true. The examples do require this functions to load the
shaders. It has changed since the last release. However the core library,
do not need that support from the side of osg.

> My test application normally runs at 30-40 hz. When I added
> an
> osgViewer::StatsHandler and turn stats on (hit 's'
> key), the performance
> jumps to 240 hz. When I turn stats off the performance
> drops back to 30-40
> hz.
>
Hmm, this is really strange. Are you sure, that you really got that speed.
I mean, maybe the counter just don't show exactly that FPS which is really
running. Try to make your own frame time computations. Just something like
this:

int lasttime = time(NULL);
while (viewer.running())
{
  int current = time(NULL);
  int difference = current - lasttime;
  printf("FPS %f\n", 1000.0 / float(difference));
  lasttime = current;
  viewer.frame();
}


This is just an example. Maybe you can then compute the real performance.
Because it is really strange - why using the StatsHandler one should got
higher performance than without it ;)


Best regards,
Art

> Any ideas why?
>
> Brian
>
>
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