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
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70320#70320
Attachments:
http://forum.openscenegraph.org//files/grab1_194.png
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