On Sat, Jun 28, 2008 at 4:35 PM, James Killian
<[EMAIL PROTECTED]> wrote:
> The thread profiler does provide detailed information of every threaded
> activity at any given time.  I just wish there was some way to present the
> information given that would be more meaningful to the group.
>
> What would be great is to have a big balanced scene that can put OSG Viewer
> to the test in a way where it puts equal intense stress on update, culling,
> and draw dispatch.  What I'd hope to see is the draw dispatch be on a
> separate thread, where that thread showed mostly I/O activity, and the cpu
> activity on other threads.

The osgViewer::StatsHandler will display update, event, cull, draw
dispatch on all systems and draw GPU stats.  The GPU stats require an
OpenGL extension that I've only seen Nvidia implement so far, so you
won't see this stats printed out on all systems.

Also record a camera path/game sequence that you can use for
benchmarking so that every run the app does the same thing, then
you'll be able to study the effects that changes you make have on
final performance.  You'll also be able to study the above stats to
where the problems occur in your scene.

As a small note, the OSG in CullDrawThreadPerContext,
DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
graphics in a separate thread.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to