Hi Brad,
To benchmark, you can change the quality of the compression in
TextureUtils.cpp.
For the moment, the compression is set to nvtt::Quality_Production,
using nvtt::Quality_Normal you should have much better result. As I
remember from the nvtt documentation,  nvtt::Quality_Normal is much
faster and produces quite good result.
When I have tested NVTT with VPB, I don't remember to have such
difference between CPU and OpenGL, but maybe the texture compression
does not take so much time compared to the rest of the VPB processing.

Cheers,
Fabien

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Christiansen, Brad
Sent: mardi 26 octobre 2010 13:00
To: OpenSceneGraph Users
Subject: Re: [osg-users] Proposed changes to VPB re compression

Hi,

I have just finished some basic benchmarking of the three different
compression methods I am playing with with some very surprising results
(to me anyway : ) I created a small test app that used either the
current GL context, NVTT with CUDA or vanilla CPU based NVTT to compress
an image to a specified format. The image was compressed ten times and
the total time taken is given in seconds. I ran the tests on two
machines (one laptop and one desktop).

Desktop Win7 3.2ghz CPU Geforce GTX275
--------------------------------------
        CPU    CUDA  GL
DXT1    17.0   1.47   0.66
DXT1a   14.22         0.47
DXT3    12.58  1.48   0.52


Laptop Win7 3.17ghz CPU ATI Mobility FireGL V5700
-------------------------------------------------
        CPU    GL
DXT1    18.61  3.913
DXT1a   20.65  3.948
DXT3    18.13  0.977


The main surprise for me was how much faster using the current GL
approach is compared to using NVTT. There is a big difference between
the two video cards but both are much faster than the CPU. I was a bit
disappointed at the CUDA results especially given this will only work on
Nvidia cards and some formats (the DXT1a cuda score isn't given as this
output format doesn't support cuda acceleration atm).


Before these tests I was leaning towards defaulting to using NVTT for
maximum compatibility but this doesn't look so good now.

Cheers,
Brad






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