Hi all. thank you all for response.

in my scene, 

stateset: 444(unique), 23682(instance)
group: 531(u), 18505(instance)
transform: 5107(u), 18112(instance)
lod: 53(u), 1129(instance)
geode:831(u),13840(instance)
drawable:3065(u), 19279(instance)

when roaming, about 120,000~150,000 (triangle + triangle_strip) can be seen, 
cull time: 100ms~200ms, draw time: 20~60ms, GPU time: 20~40ms. frame rate: 4~7/s


I spent lots of time to optimize the scene; 
firstly I drop unique stateset numeber from 1200 to 444 because I think that 
the stateset give big influence to performance. speed increase a little.

secondly, I use lod node( 4 level) to drop triangle(strip)' numbers from 
300,000 to 120,000~150,000 when roaming . speed increate a little( draw time 
seem to drop down).

thirdly, for banlance scene, I use quad-tree to organize all models in the 
scene, but I found that cull time only drop down when lots of models out of 
eyes'field( I think that quad-tree speed culling).   but when field of eyes
enlarge, more and more models can be seen, cull time increase very fast.


my scene' models is very denseness in limited area like city. but difference 
with city is that these is no obvious big object as Occlusion node, so I give 
up use Occlusion node.

from now, speed is still not good, and cull time also high. anything can I do 
now ?( cut down transform node ??)

any advice, very appreciate~


Thank you!

Cheers,
John

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http://forum.openscenegraph.org/viewtopic.php?p=30823#30823





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