Hi all,

I want to do a kind of performance benchmark for my application.
So i have done a class that display X triangles in Y geodes ( X and Y
varying ), render it few seconds, compute average fps then do it with
another X and Y.

Two things :
- I have noticed that for a given amount of triangles, fps will be greater
with any amount of geode than with another. For exemple, 2 000 000 triangles
are displayed faster in 5000 geodes than in only one.
So i wonder if there is any ideal ratio triangles / geodes ?
But i do not understand how it can be faster with more geode than with only
one .. in my understanding, there is one call of display list / VBO per
geode drawable, so more geode do more calls and so is slower than only one
call, am i wrong ?

- I set X / Y triangles per geode and each geode is child of root node. So
all my tests are done with a one-stage graph without any multiparent. I get
very bad results, less than 10 average FPS for 2 000 000 triangles ...
Therefor i wonder if this scene graph could be called "worst scenario" ?
I guess that a balanced scene graph should give better results.
I imagine the best scenario should be a balanced graph with multiparent.
Maybe a forest with only one kind of tree, so there is only transforms and
on only geode containing the tree geometry ?

Well, i wonder how to do a reliable benchmark, testing worst, medium and
best scenario of scene graph.

Thank you for your attention,

Regards,
Harold
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