Hi, Ramy I've used gDEBugger tool for rendering optimizations, it have modes that turn off some features of rendering so you can determine what impacts framerate most (like it have modes which turns off all lights(fixed pipeline vertex lighting impact), replaces all textures with 2x2 textures(memory bandwith\texture cache impact), turn off all draw calls, turn off vertex\fragment shaders, turn off rasterization (fillrate speed impact), etc). This way you can get some broad vision on what's your main problem. If you have something similar in your tool - give it a shot. As for texture bind - i think it's shadow texture and app waiting for RTT finish before bind or smth similar.
28.01.2011, 18:38, "Ramy Gowigati" <[email protected]>: > 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 > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=36116#36116 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

