My ati mobility 9700 has horrible performance with when using smoothed points (GL_POINT_SMOOTH).

Brian


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"Robert Osfield" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]

09/15/2006 08:44 AM

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Re: [osg-users] LightPointNode performance





Hi Colin,

This shouts driver problem to me.  On NVidia when I zoom in the GPU stats (new to 1.2) as well as the cull and draw all stay very low, basically the cost is pretty near constant.  There is a slightly higher fill requirement when you zoom in but its still very light on fill demand.

Robert.

On 9/15/06, Colin Rayment <[EMAIL PROTECTED]> wrote:
Robert
 
I noticed when running the osglightpoint example I was getting a step change in performance as I move towards the light points. It goes from about 200Hz immediately down to about 3Hz. Looking at the stats display its the draw that's taking the time. The issue goes away when I change to rendering points instead of solids or wire frame.
 
I'm running Windows XP with an ATI Radeon 9800 and OSG v1.1.
 
I'm not sure if this an OSG or driver problem (it is an ATI card !).
 
Colin


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Robert Osfield
Sent:
15 September 2006 09:49
To:
osg users
Subject:
Re: [osg-users] LightPointNode performance


Hi Brad,

What performance do you get when running the osglightpoint example?  With vsync off I get 560Hz with the osglightpoint example.

As for getting the best peformance, you'll certainly get best peformance by balancing the database, grouping the light point into local groups.   One LightPoint per LightPointNode certainly won't be efficient though, perhaps 10-100 would be fine.  You could experiment with the size of batch that gets the best peformance.

W.r.t storage of data, I wouldn't have though loading from an .osga would make any difference.

Robert.

On 9/15/06, Brad Colbert < [EMAIL PROTECTED]> wrote:
Hi folks,

I have a small pageable database (osga) and I'm populating it with light
points.  I'm running into a performance issue, which may be totally
understandable, but I just want to make sure it makes sense.  There are
790 lights, maybe I shouldn't go any further ;)... anyway they increase
my frame time by 20ms when they are in view.

I added all of the LightPoints to one LightPointNode.  Should I create a
LightPoint per LPNode?  I would think that dividing it may help the cull
but this is in the draw so I'm starting to think that this is some hard
limit.

Well, any insight would be great.  Thanks.

-Brad

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