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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30823#30823 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

