OK, I guess I have to accept that. The computers are pretty much cleaned up according to unneeded services, as their only task is to run as image generators.
Can I interpret your answer as: "No, there are no ways to control the start of the GPU execution from the OSG API." ? Thanks, -Alf Inge Robert Osfield wrote: > As I mentioned in the previous thread, the position of the GPU stats > is just an estimate, because the GPU stats extension only times > duration between two timing token, not the absolute time that either > were actually made. I therefore have to estimate the position given > the only fixed times that we know about i..e when the timing tokens > were received and when they were first dispatched. So please don't > read too much into their absolute position, the glitch you are seeing > is most likely just a symptom of something else wrong. > > Now glitches in the frame rate is a problem that you will need to > address, there could be a range of reasons for it, it could be related > to the rendering down on the GPU, or it could be a CPU bound issue on > your app, or something unrelated - i.e. what the OS and other > processes that are running on your machine. > > Which of these might it be... we'll it's impossible for me to say, one > just has to test each possibility out in turn. Start from the most > likely candidates first, or perhaps just the easiest ones to discount. > The first thing I'd do is make sure as few other processes are > running on the machine as possible, i.e. stuff like search tools that > run periodically, or security tools etc. Next up I'd look to process > shifting from one core to another. > > Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

