Same model after removal of PATs : Event .06 Update .01
Cull 5.36 Draw 8.15 GPU 4.95 FPS = ~60 Thank you very much Robert, Can 2008/10/23 Can T. Oguz <[EMAIL PROTECTED]> > And the results are : > > Event .05 > Update .01 > > Cull *15.26* > Draw 7.21 > GPU 7.05 > > That's just what you saw. Now I'll get rid of PATs and position each box > with its 'center' parameter. I'll keep you posted with the results. > > Thanks again, > > Can > > 2008/10/23 Robert Osfield <[EMAIL PROTECTED]> > > Hi Can, >> >> Your bottleneck is almost certainly CPU, in both your model cases. >> Using display lists is important. As for faces, if you are concerned >> about fill then enable OpenGL back face culling, and don't both with >> any scene graph representations of it. >> >> Please use the StatsHandler to profile what the update, event, cull, >> draw dispatch and draw GPU time are. This will tell you a huge amount >> about where the bottlnecks are. When doing optimization work always >> examine the costs of the different phases of the frame >> (update,event,cull, draw dispatch, draw GPU), and then look to address >> the largest of these first. >> >> In your case the use of many thousands of PostionAttitudeTransforms is >> likely to make the cull traversal slow, the draw dispatch traversal >> will also be relatively high. You want to avoid all these transforms. >> You could just build all the data in a single osg::Geometry, which >> would almost entirely elliminate the CPU costs for cull and draw >> dispatch. Modern graphics cards can deal with lots of geometry and >> fill so you'll be surprised how much performance you'd get once you >> remove the bottlenecks. >> >> Robert. >> >> On Thu, Oct 23, 2008 at 8:56 AM, Can T. Oguz <[EMAIL PROTECTED]> wrote: >> > Hi Robert, >> > >> > I've attached a model description and a screen capture to make it clear. >> > What I understand is that : >> > >> > Model 1, with high number of faces (some unnecessary) >> > Model 2, with low number of faces (only visible) >> > >> > Model 1 is much more efficient (almost doubles the frame count) And the >> > reason is Model 2 brings more CPU time because of lacking gl display >> lists? >> > If I get it right, what I need to do is minimize the number of Geometry >> > nodes. Right? >> > >> > In addition to this, I've observed that the frame rate loss happens with >> far >> > camera positions (as expected) So I tried to use overlay nodes but >> couldn't >> > get much use of that. So I've decided to create a hand made texture >> during >> > object regeneration and use it in the far LOD node. >> > >> > Thank you very much for your guidance, >> > >> > Can >> > >> > 2008/10/22 Robert Osfield <[EMAIL PROTECTED]> >> >> >> >> HI Can, >> >> >> >> The bottleneck is very unlikely to be fill rate so optimizing of faces >> >> won't be an advantage, and if you increase the CPU, bandwidth or >> >> vertex processing overhead with this change you will see a net loss. >> >> >> >> As for optimizing, the best way would be create the boxes yourself and >> >> place them into a set of osg::Geometry where each Geometry contains a >> >> say a 5 by 5 cube of your boxes, then position these (or perhaps even >> >> this) geometry around your scene using transforms. >> >> >> >> Robert. >> >> >> >> On Wed, Oct 22, 2008 at 4:00 PM, Can T. Oguz <[EMAIL PROTECTED]> wrote: >> >> > Hi, >> >> > >> >> > I have a seen with about 10,000~100,000 textured boxes. They were >> mostly >> >> > aligned on top of each other so instead of using osg::Box, I've >> prepared >> >> > the >> >> > equivalent with only visible faces (textured quads) But I've got >> lower >> >> > frame >> >> > rates with this "optimized" scene. So I want to ask what kind of >> >> > optimizatin >> >> > does OSG run (except display lists)? >> >> > >> >> > Thanks for reading, >> >> > >> >> > Can >> >> > _______________________________________________ >> >> > osg-users mailing list >> >> > [email protected] >> >> > >> >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > >> >> > >> >> _______________________________________________ >> >> osg-users mailing list >> >> [email protected] >> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> > _______________________________________________ >> > osg-users mailing list >> > [email protected] >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

