Also, if you have vsync disabled on a dual core (or dual processor) system, the Windows task manager will often show 50% usage for single-threaded 3D apps that render constantly. (They're running on one CPU without any throttling, thus "50% usage".)
   -Paul
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
Sent: Monday, November 06, 2006 3:06 PM
To: osg users
Subject: RE: [osg-users] Performance question

Have you tried it with more Symbols to see were you get the hit APP, CULL, DRAW, FILL etc
 
FYI just because the CPU usage is reported at 50% does not necessary mean your using 50%, you could be waiting for a V-sync and actually have plenty of processing time left to handle more symbols etc
 

Best Regards

 

Gordon

__________________________________________________________

Gordon Tomlinson
Email  : gordon.tomlinson @ overwatch.com
YIM/AIM
: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com


__________________________________________________________


"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival"
- Master Tambo Tetsura

 
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]On Behalf Of Mitch Patenaude
Sent: Monday, November 06, 2006 4:49 PM
To: [email protected]
Subject: [osg-users] Performance question

Hi,

   I am working on a scene that basically contains a map and a lots of symbols on it.  For now, there is only one symbol kind so all nodes points to the same texture image. Here is a description of the scene.

-Root
   - Map node
       - ...
   - Map Symbol group
      - Symbol transform 1
         - Symbol Geode A
      - Symbol transform 2
         - Symbol Geode A
      - Symbol transform 3
         - Symbol Geode A
      - Symbol transform 4
         - Symbol Geode A
      - Symbol transform 5
         - Symbol Geode A
      - ...
   - Symbol Texture Atlas
         - Symbol Geode A
             - Symbol Image / texture A

My scene is refreshed at 30 Hz and the symbols don't move (all transform are fixed <for now...>)
The problem I have is that my CPU usage is about 50% when my scene contains only 500 symbols.  I need to process a way more than 500 symbols, I want to keep my 30Hz refresh rate and I also need extra cpu time to compute my simulation...  Can anybody suggest me where to look if I want to improve the performance?  Is my scene structure optimized?

Thank you all!

Mitch

 


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