Hi Robert,

I understand that looking for a 100% of CPU usage is not a good goal, but
our application goes around 15fps and the CPU still remain using 50% ... so
we can't use big scene...
I don't know were to find the bottleneck... or how to search it...

The strange thing is that month or years ago, we were using 100% of the CPU
... we made a lot of changes, but are there somme osg updates or classes
changes that can have modified this behavior ? (i.e. compositeViewer,
threading model, etc...)

Thanks.

Regards,
   Vincent.

2009/7/17 Robert Osfield <[email protected]>

> Hi Vincent,
>
> With graphics applications the load is taken up between the disks,
> memory, buses, CPU cores, CPU caches, GPUs, etc. any one of this might
> be the bottleneck at any one time.  Which is most likely to be a
> bottleneck will depend on the nature of your application, the type of
> scene you have, the OS, the OpenGL drivers, the graphics card, the
> motherboard etc.
>
> It's nothing unusual to be maxed out your system yet still not full
> utilise an single resource such as CPU cores.  What you are actually
> trying to achieve with a graphics application is to tread lightly but
> still achieve your goals, i.e. keep the whole system comfortably
> handling the load but still hitting your required frame rate.
>
> So rather than try to max out CPU utilisation you should be looking at
> whether your application hits the required frame rates with your
> required models and then to look at the bottlenecks if it doesn't
> achive this.  Looking at maximizing CPU utlisation is a false goal,
> you need to ditch it right away and start focusing on what will
> provide your end users with the best experience possible.
>
> Robert.
>
> On Fri, Jul 17, 2009 at 8:58 AM, Vincent
> Bourdier<[email protected]> wrote:
> > Hi all,
> >
> > Looking for benchmark for our application, we just saw that the processor
> > usage never goes up to 50% (on dual cores).
> > I set the vsync to false in my graphic card drivers, but no way... the
> > processor never use more than one core. This is not good for our
> > application, because we would like to use the whole processor capacity to
> > manage huge scene.
> >
> > We use the DrawThreadPerContext mode, so I do not understand why we do
> not
> > use the whole computer power.
> >
> > Thanks for help.
> >
> > Regards,
> >     Vincent.
> >
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> >
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> >
> >
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