Hi Marcin,

There are limits to how much you can parallelize all the processing.
It depends up your scene graph - and how much dynamic state +
drawables there are, your processor+memory subsystem, you graphics
hardware, how well balanced the scene graph is, and far more besides.

When you say you have multiple views with separate windows, are these
windows on the same graphics card?  If you are running on the same
graphics card then you should serious consider trying to use a single
window and use two viewports on the single window as this will lower
the load on the graphics card and run the threading on it in the most
efficient way - one graphics thread with one context/window per
graphics card is the best for performance.

Also consider trying other operating systems, or even changing desktop
settings such as switching off compositing as these all have a great
effect on performance.

Robert.

On Wed, May 26, 2010 at 3:30 PM, Marcin Szubert
<[email protected]> wrote:
> Hi,
>
> We use a composite viewer to display many views (we have separate Win32 
> window per each view) of the same scene which is based on an osgEarth planet 
> model (we use OSG 2.8.3 and osgEarth 1.3) We want to use many threads for 
> culling and drawing purposes in order to make cull/draw phases of different 
> views concurrent to each other. We have observed that changing the viewer's 
> threading model does not improve the performance at all (also StatsHandler's 
> plots suggest that all phases for all views are performed in sequential 
> manner). We are assuming that the scene graph is accessed in read-only mode 
> in cull and draw phases, so synchronization should not be problem. How to 
> effectively make use of multi-threading then?
>
> Thank you!
>
> Greetings,
> Marcin
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28238#28238
>
>
>
>
>
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