Hi Tugkan,

On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu <tug...@vires.com> wrote:
> We observe that, as our databases grow, the performance requirement for
> draw thread grows faster than cull. In the long run, draw will be a
> serious limiting factor for us. So I wanted to see if we can take
> advantage of hardware to solve the problem.

Does this not point out that perhaps the scene graph is become less
well balanced over time?

I'd look closely at what in the draw dispatch is becoming the
bottleneck and how to manage this more efficient.  Typically the best
way to reduce draw dispatch is to batch the geometry and state in more
coarsed grained way.  One can also use different approaches to achieve
the same/similar results.  For instance perhaps you can cull more
effectively, or perhaps introduce LOD more effectively.

Robert.
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