Hi Louis,

Getting a high frame rate for the OSG is just down to it doing it's
job, it's designed to have low overheads and send data to OpenGL
efficiently.

To keep the frame rate down to sensible values you should enable vysnc
in your drivers, this will result in high quality visuals - no
tearing, lower power usage, lower heat generation and lower noise -
normally this will be down to the fans not having to run higher, but
in your case it sounds like the electronics at resonating somewhere.

The only time you should disable vsync is when you need to do some
specific performance testing, which shouldn't be too often during the
life cycle of your app development.  The fact that drivers don't
enable vsync by default is pretty disgraceful and inexcusable
ignorance of actual visual quality over marketting.  If your framerate
< vertical refresh of your display system then you want high frame
rates, if the framerate > vertical refresh then it's totally wasted
and throws away visual quality.

Robert.

On Mon, Nov 22, 2010 at 10:53 AM, Louis Ixo <[email protected]> wrote:
> Hi Juan,
> Thanks for your advice.
>
> Yes also glxgears produces this noise.
> I plugged my headset, and yes I can head a very light similar noise.
>
> I measured the FPS of my opengl applications vs osg examples and I'm getting 
> (measured with Fraps):
> Opengl application: 1- 140 FPS
> OSG tutorials: 900 - 2000 FPS
>
> So probably it's the number of frames that causes this issue.
>
> Why OSG uses this enormous number of frames to show static objects? How can I 
> reduce it?
>
> Thank you very much.
> Cheers.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=33912#33912
>
>
>
>
>
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