Thanks for reporting back Serge - glad that's working for you. Sorry I didn't have time to test on my Linux rig.

Was the technique the same as your Main.cpp example, as posted, or did you have to do any extra tricks?

Also, what graphics cards and drivers are you using? That makes a big difference in Linux.

Regards,

Bruce Wheaton


On Mar 29, 2010, at 5:17 AM, Serge Lages wrote:

Hi all,

Some news on this topic, we've tested on Linux : same hardware (2 GTX285 and 4 screens), same video, same code, an ubuntu 9.04 configured with 4 screens, with VSync enabled we've got a solid 60fps... Without VSync it goes between 150 and 300fps.

So we've got our solution, we'll make our setup on Linux. Multi- screen support in OpenGL is really crappy on Windows... :/

Cheers,

On Thu, Mar 25, 2010 at 2:44 PM, Serge Lages <[email protected]> wrote:
Hi JP,

Thanks for your reply, we've tested to share the contexts but it wasn't much better.

Cheers,


On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport <[email protected]> wrote:
Hi Serge,

Serge Lages wrote:
Hi all,

Still having problems playing my big video. Here is our current state :

- On a single screen setup (with only one GT 220 GeForce), with a composite viewer and 4 windows (450x800 each window), it plays smoothly at 60 fps with a fluid video, no problem here. - On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4 screens in 1360x768 (2 screens per cards), a composite viewer with one view per screen, it plays between 10 and 20 fps... We've made our tests on WinXP and Win7 with the same result.

The technique we're currently using is the one from Robert, having a big osg::Image updated by ffmpeg, and having 4 images for the textures pointing at the correct location on the large one. The video's size is 768x6532.

Have you tried sharing the context for the two views per card? Also, you are now uploading twice the data needed to each GPU, because each one is only viewing half the data. I'm sorry I can't help further currently, I would love to test on Linux, but don't have time...

jp


You can find attached the current code, any idea on what can be better ? Or any other idea on how to handle this problem ? And any chance for someone to test on Linux ?
You can also find the test video here :
http://labs.tharsis-software.com/outv.mp4

Thanks !

On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages <[email protected] <mailto:[email protected] >> wrote:

   Hi all,

   Thanks for your advices. About the current setup, we're using only
one screen with a 9800GT card (and 4 windows) for our tests, but the
   final setup will be composed of 2 9800GT cards and 4 screens.

   I'll let you know how our tests goes.
   Cheers,


   On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport <[email protected]
   <mailto:[email protected]>> wrote:

       Hi,


       Serge Lages wrote:

           Hi JP,

           Thanks for your answer, and we don't need sound. By a "fast
           disk", what do you recommend ?


       We have a raid0 setup that can sustain 150MB/s.


           Your ffmpeg reader is based on the current OSG plugin or is
           it a custom one ?


       It's a custom one, but not complicated. It basically pops the
       output of ffmpeg decompress into an osg::Image, set's PBO on
that and lets OSG upload it. We are using only monochrome images
       though (GL_LUMINANCE).



           About our file, with some codecs and adjustments on the
bitrate, we're able to play it with VLC without problems, so I think the reading part can be handled by the ffmpeg plugin
           with only one file, but then we need to dispatch this image
           on 4 textures. We're currently trying to do some tests.


       I'm still not sure where your problem area is. If it's not
       decoding it can only be upload to GPU or final rendering. You
       should be able to check this by varying the complexity of the
       rendering.

       jp


           Cheers,


           On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport
           <[email protected] <mailto:[email protected]>
<mailto:[email protected] <mailto:[email protected]>>>

           wrote:

              Hi Serge,




              Serge Lages wrote:

                  Hi all,

                  We currently need to play a big video (approximately
           5500*800)
                  on 4 screens within an OSG application (we use a
           composite
                  viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to
                  synchronize the 4 streams.
- Decode directly the big file, resulting with a very big
                  texture split on 4 quads (with appropriate texture
           coords), but
                  even with a powerful computer, it's very slow.

Any idea on what's the best approach for this problem
           ? We're
                  currently making our tests using the ffmpeg plugin,
           but maybe
                  another plugin would be more appropriate ?
                  Thanks in advance for your help.


              some ideas/questions. We do something similar - stitch
           four high-res
              camera videos into large texture. We have custom ffmpeg
           reader that
              just reads from 4 video files and we step them manually
           (and in
              sync) one frame at a time. We use raw video (no
           compression) to
              avoid cpu decompress, but now one needs fast disks. We
           don't have
              sound, do you need sound? For large sizes one needs to
           avoid copying
              around data in cpu mem as much as possible. There is
           still one copy
              in ffmpeg raw read that I need to get rid of.

              rgds
              jp


                  Cheers,

                  --         Serge Lages
                  http://www.tharsis-software.com


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