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
>> >> > _______________________________________________
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>> >> >
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>> >> >
>> >> >
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