Am 23.02.2017 um 11:07 schrieb Ale Maro:
Hi all,

thanks for the hints and sorry for the late reply.

Attached is a screenshot of OSG stats on a sample scene with 5 instances of an 
object (camera#1 is a secondary camera, not important).
The scene have about 109M vertices (~22M x 5 instances) and 36M triangles (~7M 
x 5 instances) at 4FPS on an old nVidia Quadro 4000 (Windows 10)
Holy smokes! 22Million? I guess your hitting a driver limit on the vertex count here. Usually a vertexbuffer is around ~65k vertices. Try to split your geometries in to smaller pieces to find the sweet-spot. Maybe you should consider testing with different vertex-counts to find out if there is a limit at which the GPU/driver starts to drop massively. Splitting will also help to display only what you need and not transfering the whole scene more or less every frame.

Another thought: the GPU might simply hitting a memory limit. With vertex colors, normals and texture-coordinates your geometry alone uses more than a gig of video ram. Can you check how much VRAM there is on your card?

Last thought: Use VBO instead of display lists. Quadro drivers might be different here.

Cheers
Sebastian

As you can see GPU cycle is the bottleneck (243.40 against less than 0.5 of all 
other cycles)

OSG is single threaded becouse I am using Qt and I am not able to setup 
multi-threading with Qt.

Cheers,
Ale

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70320#70320




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