Hi Alfe,

Multi-threading is really out of scope of this thread so I suggest you
start up a thread about this particular topic. Also please specify
viewer usage/OS version/OSG version/hardware available etc.

Robert.

On Fri, Jul 18, 2008 at 7:08 PM, Alf Inge Iversen <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> We just recently (three weeks ago) upgraded our software to OSG 2.4, and in 
> 2.2 we was not able to get the multithreading work properly. There will still 
> be some time untill we release the new version to our customers as the 
> release has to be synchronized with some other modules.
>
> However, even with multithreading, how can we ensure that the GPU execution 
> is not shifted between the frames? If you see the two images I attached to my 
> previous post, you will see that in the situation with low load, the GPU 
> processing is done on the next frame even if it is more than time enough 
> within current frame. While in the more loaded situation the GPU processing 
> is done on current frame even if it barely is time.
>
> We need to be sure that the GPU is executed every frame, and the only way I 
> can think about, is to synchronize the GPU to the vertical sync signal. It is 
> not a good idea to wait until culling is ended, and then trust that there 
> will be time eough to complete the GPU processing within the same frame.
>
>
> Thanks,
> -Alf Inge
>
>
>
> Robert Osfield wrote:
>>
>> Is there a reason why you are running single threaded?  This would the
>> obvious improvement you could make.
>>
>> Robert.
>>
>> On Fri, Jul 18, 2008 at 4:54 PM, Alf Inge Iversen
>> <[EMAIL PROTECTED]> wrote:
>> > Bob Balfour wrote:
>> >
>> >> Why is the GPU now being delayed so much after
>> >> Draw?? It's almost like the GPU is stuck starting out
>> there mid-frame?
>> >
>> > Hi,
>> > We are dealing with a problem that looks like a closely
>> related problem. Though we would prefer a kind of delay after draw:
>> >
>> > Our application is a real-time visualization process, and
>> constant frame rate at 60 Hz is an absolute necessity. Most
>> of the time the load is not not bigger than 60 Hz should be
>> well maintained, but we still observe severe glitches in the
>> visualiation, especially when running a mirror view as a
>> second channel embedded in the main channel.
>> >
>> > Closer investigation (by visually observing the OSG stats,
>> together with printouts to the console window to detect lost
>> real-tme position data) shows that even if no datasets are
>> missing and the computing time is well inside the available
>> time slot, glitches occur. When observing the stats, we
>> realized that the execution of the GPU happen to be performed
>> sometimes within the current frame (see attached image
>> GPU-early.jpg), sometimes in the next frame (see
>> GPU-late.jpg). We could not identify why the execution of the
>> GPU is sometimes postponed. As you see from the images that
>> even when the load is minimal, the GPU may be postponed. We
>> observed significant glitches in the visualization at the
>> moments the execution shifted from one frame to the other or
>> vice versa.
>> >
>> > Some latency can be accepted, so to ensure a stable image,
>> it should be possible to lock the start of the GPU processing
>> to the vertical sync. It would then process on data delivered
>> from the Draw of last frame. This would give a stable image,
>> in addition to increase the available time for the processing
>> (full 16 ms for Update, Cull and Draw, and another full 16 ms
>> for the GPU).
>> >
>> > Is there a way to control the execution start time of the
>> GPU from the application?
>> >
>> >
>> > -Alf Inge
>> >
>> > ----------------------------------------
>> > Mr. Alf Inge Iversen, VP Engineering
>> > AutoSim AS, Strandveien 106, 9006 Tromsø
>> > Visit us at http://www.autosim.no
>> >
>> > _______________________________________________
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>> >
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> negraph.org
>> >
>> >
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