Hi,

Thanks gwaldron for the quickly answer. I added IncrementalCompileOperation to 
the viewer but it didn't help.

Some new data:

I found the bottleneck. Performance get stucked in the  
GeometryTechnique::generateGeometry method, called by the TerrainTile::init() 
when the tile is dirty.

Debugging, the first origin of this call comes from the lines:
                DatabasePager::FindCompileableGLObjectsVisitor 
stateToCompile(_pager);
                loadedModel->accept(stateToCompile);
in osgDB::DatabasePager::DatabaseThread::run(), after loading the node.

If I avoid firing the init in this point (commenting the lines in the 
TerrainTile), the init is called in the update traversal but kills the 
performance in the same way. 

The data variance of the tile is DYNAMIC.

Am I skipping something?

Thank you!

Cheers,
Leandro

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