Hi Robert,

Thanks for your help. See comments inline below:

Robert Osfield wrote:

The OSG svn/trunk and recent 2.9.x dev series has support for setting
a texture pool size
that is able to limit the amount of texture memory used, you can set
this via the env var:

  set OSG_TEXTURE_POOL_SIZE=200000

When sets the size to 200 thousands bytes.  Set it to different values
and study the reported available memory on the GPU.

Whether reducing the amount of memory used on the GPU will have an
effect I can't say - it all depends upon what is actually the
bottleneck.

Unfortunately, our application is still not fully converted to OSG, so we're note able to take advantage of the OSG_TEXTURE_POOL_SIZE straight off the bat. But hopefully within this time next year we will. For the time being will have to live with a mix of old-school GL and OSG.

In terms of possible causes of a stall you could check to see if there
are any processes on the client machine that are running periodically
- virus checkers etc.

Thanks, but already checked. We're running on linux and we've monitored all processes without finding any culprits here.

Also check with NVidia.  They might have an idea.

So far, no response from Nvidia so far. The osg-users list has by far given us the best clues/help/support, so kudos to the community!!!

Best regards,
John
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