Hi Glenn and Robert, thank you for your suggestion.
I have written a little stress test application to try different PrimitiveSet sizes, but so fat it's providing inconsistent results with respect to my previous benchmark (and in line to what I expected). I wasn't able to isolate a culprit so far, I'll let you know if I spot something. Ricky On Fri, Dec 2, 2016 at 6:36 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Riccardo, > > I'm a surprised you saw a significant change in performance, in > particular for the worse, this suggest that the merging has some kind > of error in it or the driver isn't handling the larger sized > primitives efficiently for some reason. > > One thing of note is that both the draw dispatch and the draw GPU are > around the same amount slower in the merged case, this suggest that > the something in happening in the driver/GPU combination that is > blocking the OpenGL FIFO and then in turn blocking the OSG draw > dispatch that is putting data into the OpenGL FIFO. > > There isn't any way for us to pinpoint what this might be with the > details given. > > Check for GL errors being printed to the console. Also try writing a > your scene graph out to a .osgt before and after the merge so you can > QA the merge by hand - do this for a subset of your whole scene graph > as reviewing a really big dataset will be really heavy on an editor. > > Robert. > > > On 2 December 2016 at 15:32, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: > > Hi all, > > > > I'm trying to find out the best geometries and primitive sets layout on a > > model that I'm using as performance benchmark. > > > > The model is quite heavy in terms of vertices and polygons, and > everything > > is rendered at the moment with DrawArrays. > > > > In the attempt to reduce the draw calls, I've recombined the primitive > sets > > contained in every geometry into a single primitive set. > > I expected draw/gpu time to improve, and I've found the exact opposite - > > find attached the 2 screenshots with the stats (before and after > primitives > > merge). > > > > After merging the primitive sets I've also tried to force VBO usage > instead > > of display lists, which improve things slightly, but always far worse > than > > before merging. > > > > Can anyone comment on this result? > > > > Thank you, > > Riccardo > > > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users- > openscenegraph.org > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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