HI Dairo,

Make sure you are do all  benchmarking with a release build as this
make a huge difference to performance on CPU limited usage cases.

osgAnimation by default will be using software skinning, which is
heavy on the CPU, try switching to hardware skinning. See the example
that shows of hardware skinning.

Robert.

On 6 September 2016 at 20:19, Dario Minieri <[email protected]> wrote:
> Hi,
>
> As I said, in a real simulation the issue comes up again. It is osg 3.2.3. In 
> a real simulation if I have no object with bones I have for example 90fps, 
> with only one object with bones the fps low down to 45/50....if I use the 
> same object without bones the fps come up to 90 again so isn't triangles a 
> trivial count related problem.
>
> Another strange thing:
>
> with an object with bones I have the same low fps in any situation even if I 
> have the object on camera range or not! Otherwise, if I have the same object 
> without bones in the frustum, I have a good fps rate but if I change the view 
> the fps are higher! And that 's what I expect : If an object isn't in cemera 
> view the fps should increase . Using a model with bones this not happens: fps 
> are lower even if have no one object in camera.
>
> Thank you!
>
> Cheers,
> Dario
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68537#68537
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to