Hi Tugkan,

It only ever makes sense to parallelize draw dispatch when you have
multiple graphics cards and one context per graphics card.  Trying to
add more threads than OpenGL/graphics card can handle will just stall
things and result in lower performance.

If your draw dispatch is overloaded then consider optimizing your
scene graph.  There are many ways of doings, which way that might
appropriate will depend entirely on the needs of your scenes and your
application.  Since I don't know anything about these specifics I
can't provide any direction.

Robert.

On Wed, Aug 18, 2010 at 9:14 AM, Tugkan Calapoglu <[email protected]> wrote:
> Hi all,
>
> we have a performance problem where the draw thread seems to be the
> bottleneck. The target hw has 8 cores and a single GPU.
>
> We already run cull and draw in parallel but parallelizing draw itself
> would also help.
>
> So I tried following setup:
>
> 2 windows
> 2 cameras (each on one window)
> threading model: CullThreadPerCameraDrawThreadPerContext
>
> In this mode, I can see that I have two cull and two draw threads and
> they are assigned to separate cores. However, the performance is 1/2 of
> my original setup. Setting OSG_SERIALIZE_DRAW_DISPATCH to ON or OFF does
> not make any difference.
>
> Is there anything else I have to do to get good performance from above
> setup (e.g. some more env. vars to set)? Or should I try something
> completely different?
>
>
> thanks,
> tugkan
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>
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