I've gotten similar results for the osgviewer running on a Redhat Enterprise 5 Linux desktop and a Window's XP laptop. I used an animation path to make sure that I was looking at the database from the same viewpoint when collecting statistics.
Linux Stats: 2.6.1 Draw Thread Per Ctx / 2.6.1 Single Threaded / 1.2 Single Threaded Frame Rate: 16 / 11 / 15 Cull Time: 42 / 34 / 16 Draw Time: 62 / 55 / 49 GPU Time: 62 / 55 / 48 Windows XP Stats (for this one I used OSG 2.8 rc1 because it has more stats information so it allowed me to verify that the vertex and primitive counts were the same for both versions of the viewer): 2.8 Draw Thread Per Ctx / 2.8 Single Threaded / 1.2 Single Threaded Frame Rate: 15 / 10 / 12 Cull Time: 50 / 40 / 24 Draw Time: 65 / 60 / 59 GPU Time: 60 / 60 / 58 The biggest difference between the two versions of the viewer was always the cull time, but on Linux the draw times were also fairly different (and only slightly different on the Windows laptop). >> Is full compile optimization enabled? I just used the settings that were given to the Release build for the Visual Studio project files and the Linux Makefiles. On Linux this translated to "-O3 -DNDEBUG" (at least that's what cmake-gui says is defined for the CMAKE_CXX_FLAGS_RELEASE variable). On Viz Studio this translated to: Optimization: Maximize Speed Inline Function Expansion: Any Suitable Enable Intrinsic Functions: No Favor Size or Speed: Neither Omit Frame Pointers: No Enable Fiber Safe Optimizations: No Whole Program Optimization: No >> Is the atomic reference counting being compiled in correctly? How would I verify that atomic reference counting is compiled in correctly? Is there something with how culling is done that has changed between OSG 1.2 and OSG 2.6/2.8? Thanks. Alex -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Robert Osfield Sent: Friday, February 06, 2009 1:58 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Cull time doubled? Hi Alex, There "shouldn't" be a performance drop if everything is compiled correctly. What platform are you working on? Is full compile optimization enabled? Is the atomic reference counting being compiled in correctly? Could the CPU thread management causing problems? Try out different threading models to see what happens. Robert. On Fri, Feb 6, 2009 at 12:28 AM, Pecoraro, Alexander N <[email protected]> wrote: > I've recently upgraded an old 3d viewer that was using OSG API version 1.2 > to version 2.6.1. Oddly enough some databases that I was using with the old > viewer actually perform worse with the new version of the API. For some > reason the cull time on these databases is 1.5 to 2 times higher on version > 2.6.1 than it was on version 1.2. The scene graph node structure is exactly > the same, but the culling time has increased. Why would that happen? Has > anyone else seen this? > > > > I can provide a small test case if anyone is interested in seeing what I > mean. > > > > Thanks. > > > > Alex > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

