Hello everyone.

The application I'm working on (a plane simulation) is producing a low 
framerate so I'm trying to figure out where the bottleneck is. For that purpose 
I'm collecting the stats from the viewer and the camera. But, even after 
looking at the code, I have trouble understanding what each stat is exactly.

From the viewer I get the following stats :
- Frame duration
- Event traversal time taken
- Update traversal time taken
- Rendering traversal time taken

Looking at the numbers I get I assume that

Code:

Event traversal time taken + Update traversal time taken + Rendering traversal 
time taken = Frame duration



Is this correct ? Or is there any other operation within the frame duration ?

From the camera I get :
- Cull traversal time taken
- Draw traversal time taken
- GPU draw time

Here I'm confused. How are "Draw traversal time taken" and "GPU draw time" 
different ?
Should this relation be true ?

Code:

Cull traversal time taken + Draw traversal time taken + GPU draw time = 
Rendering traversal time taken



That's not the case with my application. If I sum the times I get from the 
camera then the total time is way below the rendering traversal time. Is this 
normal ? What could cause this gap ?

For testing purpose I only have one view and one camera. How would these stats 
sums up if I had several views into a composite viewer and several cameras ?

If I had another camera under my view's main camera (a RTT camera for example), 
how should I interpret the stats from both camera ? Does the times from the 
main camera include the rendering of the nested RTT camera ?

Regards.

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http://forum.openscenegraph.org/viewtopic.php?p=62311#62311





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