I'm running locally now and am seeing the same behavior. Running with
--SingleThreaded makes no difference.

Cory

On Mon, Feb 2, 2009 at 9:53 AM, Adrian Egli OpenSceneGraph (3D) <
[email protected]> wrote:

> Hi J-S
>
> i am working with NVidia GPU, and i have same behaviour. So there should be
> another problem than the busy wait. Of course can VSync give some problem in
> performance or at least we get a smaller FPS displayed. But here we have
> some strang behavior of our osgViewer (renderer). My there is a bug inside
> the synchronisation.
>
> But what i guess is:
> When we are running under --SingleThreaded :
>
> bool GraphicsWindowWin32::realizeImplementation()
> wglMakeCurrent
> SwapBuffers
>
> all are called in the same thread.
>
> if we are working without singlethreaded option, then the realize get call
> in the "master" thread and in the others wgl based method call get called in
> a second thread. may the operating system (driver) understand, that there
> must be more than one thread in the "world" and starts an extra
> synchronisation which cause the CPU overload.
>
> /adrian
>
>
> 2009/2/2 Jean-Sébastien Guay <[email protected]>
>
> Hi Cory,
>>
>>  I'll have to defer to others on the situation under Windows when doing
>>> remote desktop.  My guess is that it's likely to be a driver issue.
>>>
>>
>> Well, using Remote Desktop adds a variable into the mix for sure, so
>> eliminating this and running the app locally would eliminate one possible
>> thing.
>>
>> About one core being pegged, some video drivers implement vsync as a busy
>> wait, which means that the CPU is not really pegged, it just looks like
>> that. If you were to actually run real code on that core, along with OSG,
>> you would see that that code would run at a normal speed because the vsync
>> busy wait would relinquish the CPU while it's waiting for the next frame to
>> start.
>>
>> So my guess is that your ATI drivers are doing this, and what you're
>> seeing is just the idle time between frames being counted as active time by
>> Process Explorer because it's implemented as a busy wait. Of course, I'm
>> speculating here, you'll have to run a real app (not just osgviewer) to see
>> for yourself.
>>
>> Note also that ATI's OpenGL drivers have never been the best... Though
>> they say they're getting better, they have a long way to go. So there might
>> be some of that here.
>>
>> Hope this helps,
>>
>> J-S
>> --
>> ______________________________________________________
>> Jean-Sebastien Guay    [email protected]
>>                               http://www.cm-labs.com/
>>                        http://whitestar02.webhop.org/
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> ********************************************
> Adrian Egli
>
> _______________________________________________
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>
>
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