Hi again,

and thanks both for your replies.
It's actually a fill-rate problem, as reducing the window size I get a strong 60Hz. With the latest nVidia driver I obtain slightly better result by the way.

What I still don't get exactly is: why the draw time is stuck at 15/16ms even when the GPU time is very short (about 3ms), and there's no fill rate problem?

From what you explained Robert, I agree that the draw thread is somehow stuck waiting for the GPU, when it doesn't scale with the fill rate.
But I'd expect the draw time to decrease when the GPU performs well.

Also, I've noticed that the draw time increases with the number of instances that I send to OpenGL. Is this another parameter to take into account?

Thanks,
Ricky



On 21/05/2009 17.33, Robert Osfield wrote:
Hi Ricky,

On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsi<[email protected]>  wrote:
Also GPU time increases, but that's probably due to a poor fill-rate of my
graphics board - and it's not as killing as the draw time.

What does it depend on?

It does sounds like a fill rate issue.  The draw traversal must be
growing because the GPU is not coping with the amount of overdraw that
is present when you zoom and look at a shallow angle - so it the draw
thread ends up blocking on a a full OpenGL FiFO.

A good check for fill limit is to reduce the window size, if the frame
rate goes up then you're almost certainly fill limited.

Robert.
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