Hi Joel,

There isn't any particular about the OSG that will make it more or
less sensitive to what other processes/threads are being run on the
same machine at the same time, like all pieces of software it'll
depend on whole raft of factors, both of how you've gone about
managing the threads as well as all the other resources and the
hardware you are working on.

In your case there really isn't much 3rd parties like myself can do to
help, it's your application, your data, your machine, your threading
model, your really are the only one with all the resources in front of
you to characterise the issue and decide if what you see is acceptable
or needs to have something adapted.  The best we can do is provide
general comments.

Robert.

On 24 March 2012 04:32, Joel Graff <[email protected]> wrote:
> Hi,
>
> Out of curiosity, is OSG's performance sensitive to accesses to threads 
> spawned by it's process?  What I mean is, my application runs with an extra 
> thread that, functionally does nothing.  At runtime, the application's update 
> traversal time is stable at 0.09.  But, if I access that thread *once* (a 
> vector gets updated, but it has no effect on the code in the run() function), 
> my update traversal time gets erratic and varies from 0.20 to 0.60...
>
> The function that gets called locks a mutex and changes the value of a 
> variable, but again, the variable isn't even accessed or used by the other 
> thread.  I suspect it has something to do with the call to 
> OpenThreads::ScopedLock...
>
> Anyway, the performance hit is pretty minor overall, but it concerns me.
>
> Thanks,
>
> Joel
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=46569#46569
>
>
>
>
>
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