Hi Brad,

The behaviour does sounds rather surprising and odd, and don't have
any immediate idea what might be wrong.  To get to the bottom of it
you'll likely have to do a series of tests to scope out the nature of
the problem more.

One test I'd recommend is to try and different machine/OS/driver
combination to see if this reveals anything of interest.

Second, I'd do a test with pre compilation is off.  You can switch it
off by setting the env var OSG_DO_PRE_COMPILE to OFF.

Personally I wouldn't expect pre compile to effect anything other than
the merge time, it shouldn't effect the final frame rate.

Another test would be to explore whether your hardware/drivers can
actually run the texture format you've chosen.

Robert.


On 6 February 2012 02:14, Christiansen, Brad
<[email protected]> wrote:
> Hi,
>
>
>
> I am seeing some strange behaviour with the DatabasePager and compressed
> textures (compressed using the nvtt image processor) and cant get my head
> around what is happening.
>
>
>
> My setup is this:
>
> - A paged terrain very similar in nature to a VPB created terrain.
>
> - Images and height fields are stored in a database and read at runtime. As
> the db uses aggressive mem caching, many reads of 'files' are actually read
> straight from memory so images are loaded very quickly.
>
>
>
> To demonstrate the problem, I rapidly move the camera around the terrain to
> generate lots of database requests. If the textures are not compressed (or
> stored as jpegs etc, so they are not compressed once loaded) then the
> precompilation works perfectly and I get no frame drops. If I change the
> textures to use compressed dds images, I get terrible frame drops (down from
> completely solid 60hz to bellow 20).
>
>
>
> I figured something was going wrong with the precompiler but after much
> debugging this seems to be working as designed. If I set the max num of
> objects to compile to 1 then the problem is reduced, but this is obviously
> not a solution as it is just masking the problem.
>
>
>
> The only thing I can think of is that the precompiler isn't actually
> uploading / compiling the textures when they are compressed, but it is when
> they are not. As such, the precompilation stage races through lots of
> textures and then during the draw phase the actual work is done, causing the
> frame drops. However, I have no idea why this should be the case or how I
> could address issue.
>
>
>
> Has anyone come across this before or have any suggestions as to what might
> be going on?
>
>
>
> Cheers,
>
> Brad
>
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