Hi.

a) try playing with activating setUseDisplayLists(false);
setUseVertexBufferObjects(true) on all your geometry objects.  It really
makes a big difference on Intel chips - not so much on nVidia.
b) Reduce the geometry complexity of the stadium. The geometry is rendered
twice because of your shadow casting - this is why reducing the
vertex+triangle count will likely have a big impact.
c) are you really sure the figure animation isn't done entirely by the CPU?
there is just one osg demo "osganimationhardware" that uses a Vertex shader
to animate a very small number of joints. All other demos I am aware of use
CPU based meddling with transformation matrices.
d) the 8500GT is a really old chip. The modern Intel offerings (HD graphics
of the latest core i series) might already be faster.
e) Aren't most of your characters sitting in the stadium ranks? You could
replace these with animated billboards.



2014-11-20 9:52 GMT+01:00 Aitor Ardanza <[email protected]>:

> Hi,
>
> I'm having problems to increase the frame rate on this scene. I haven't
> experience with very complex scenes, so I need your advice.
>
> This is the scene:
> [Image: http://s30.postimg.org/lwm83ipm9/Foot_Ball_Scene.jpg ]
> For more detailed image the file is atached to the post
>
> The stadium could be very huge. I can start reducing the number of
> poligons here...
>
> I load 600 animated characters with very low poligons and less than 100
> joints. These are actually 16 different models, and multiplied copying them
> as follows:
>
> Code:
>
> int v = getRandomValueinRange(characters.size()); // 16 characters
> osg::ref_ptr<osg::Group> c = characters[v];
> osg::MatrixTransform* tr = new osg::MatrixTransform;
> tr->setMatrix(osg::Matrix::translate( 80.0 * (i - xChar * .5),
> 100+(100.0 * j), -600+(-200 * j)));
> tr->addChild(c.get());
>
>
>
> And are animated with hardware rigid geometry, like osg demo:
>
> Code:
>
> osgAnimation::AnimationManagerBase* animationManager =
> dynamic_cast<osgAnimation::AnimationManagerBase*>(p->getUpdateCallback());
>
> osgAnimation::BasicAnimationManager* anim =
> dynamic_cast<osgAnimation::BasicAnimationManager*>(animationManager);
> const osgAnimation::AnimationList& list =
> animationManager->getAnimationList();
> if(list.size()>0)
> anim->playAnimation(list[0].get());
>
> SetupRigGeometry switcher(true);
> p->accept(switcher);
> characters.push_back(p);
>
>
>
>
> Shodows are activated too. Are configured like ViewDependentShadowMap:
>
> Code:
>
> osg::ref_ptr<osgShadow::ViewDependentShadowMap> vdsm = new
> osgShadow::ViewDependentShadowMap;
> m_shadowRoot = new osgShadow::ShadowedScene;
> m_shadowRoot->setShadowTechnique( vdsm.get() );
> m_shadowRoot->setReceivesShadowTraversalMask( rcvShadowMask );
> m_shadowRoot->setCastsShadowTraversalMask( castShadowMask );
>
>
>
>
> The culling mode is active as VIEW_FRUSTUM_SIDES_CULLING, and I don't know
> what more I can tell you...
>
> My computer is not very powerful: Intel Core2 Quad Q8400, 4GB RAM and
> GForce 8500 GT.
>
> Any suggestions to improve the performance and visual appearance are
> welcome.
>
> Thank you!
>
> Cheers,
> Aitor
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61715#61715
>
>
>
>
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>
>
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