Hi J-S and Michele,

As I was summoned by "shadow" spell, I will drop my two cents in this discussion. Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Considering the fact that default multithreaded modes create "double buffered" SceneViews which again effectively duplicate all RTT buffers, original size requirement for shadow buffer is often 4 times more. If for example you create 4kx4k RTT shadow map - OSG will actually allocate 256 MB (!). If your app allocates aditional buffers and board has not enough memory this may be the cause of the problems. SingleThreaded mode does not utilize double buffered SceneViews so this multiplier drops to factor 2.

Cheers,
Wojtek Lewandowski

----- Original Message ----- From: "Jean-Sébastien Guay" <[email protected]>
To: <[email protected]>
Sent: Tuesday, July 21, 2009 5:19 PM
Subject: Re: [osg-users] Frame rates vary dramatically across runs


Hi Michele,

It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all is well.

4096^2 is already large... Some of our cards here (9800GT) don't support them (rendering slows down to ~3fps when at 4096^2, when it's at 60fps steady at 2048^2). Others support it well though (9800GTX+, etc.)

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

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to