Hi,

I am in the same stage now, optimizing a shadowed scene that is 1.5M triangles 
big (according to the stats).

I did several optimizations, but still no where near what I am targeting for. 
Its the same, large outdoor scene, but in my case everything is fairly static. 
And the camera navigates around and in some areas the camera can see pretty 
much all the scene, and that is where the performance plummets pretty fast!

I tried to minimize the StateSets in my models when I load them. I simply 
grouped together the geometry that use a common StateSets. That helped in terms 
of StateSet changes and FPS time (I can't find my stats that I wrote down back 
then at the moment).

Also we created LODs on the high res models, that cut down a lot of tri's, but 
still not the performance we want. Something useful I found was to place an 
OcclusionQuery node on my models and hide them out when they are being occluded 
by another building or a small part of them is not shown.

But recently (and the most interesting to me so far), I tried out the nVidia 
nSight tool. I ran my application and it gave me a detailed analysis of the 
OpenGL calls and the min, max and agv. timing they took. So I discovered one of 
the glBindTexture commands took over 3 milliseconds! That was the highest since 
the average was somewhere around 0.5-0.7. Did anybody by any chance use nSight 
and saw how useful it is in the optimizing process? I will play around more on 
this tool and see what I can do.

I hope these suggestions would help if you haven't already tried them. 
Always looking for new optimization techniques :D

Cheers,
Ramy

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