Well, I managed to get the 75FPS back by doing a "Restore" on the nVidia control panel. The perplexing thing is that there are two other systems that I've tested on: one has a high frame rate and the other's is slow. Both are using nVidia 7800 GT cards with default settings. They are also both running WinXP Pro with nearly identical memory/hardware specs as well.
I'd really like to get this issue resolved, however I do realize that it is not an OSG specific topic. Are there any good forums that someone could recommend? Thanks, Brian On Tue, 23 Jan 2007 17:24:54 -0500, "Jeremy L. Moles" <[EMAIL PROTECTED]> wrote : > On Tue, 2007-01-23 at 22:23 +0000, [EMAIL PROTECTED] wrote: > > Well, I'm perplexed for sure. I decided to uninstall my nvidia drivers, > > disabled my antivirus service, and reinstalled the drivers as per nvidia's > > suggestion. I rebooted, and the application ran great at 75FPS. > > > > I then decided to test other graphics settings because we have nearly > > identical systems that did not benefit from the drivers being reinstalled. > > The frame rate dropped down to 16FPS again, and I cannot get the original > > 75FPS to resurface. > > > > I am truly at a loss here. > > I don't know if you're talking about Linux here (I don't think you are) > but I see the exact same thing w/ my Quadro2500M (which is a beastly > card) in Fedora 6. > > If I run an osg example app right when I boot I get N fps; if I close > and run that same app again I get about N/3 fps. 100% repeatable and > consistent. Doesn't happen with DirectX, so maybe it's an OpenGL thing. > > > On Tue, 23 Jan 2007 12:21:30 -0500, "Gordon Tomlinson" > > <[EMAIL PROTECTED]> wrote : > > > > > One yhing don't forget MIP maps on your textures > > > > > > you need a to times by 4 then divide by 3 to your total texture usage > > below > > > to add in the mip map requirments of your textures > > > > > > > > > But that does not expand you usage too much... > > > > > > 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] Behalf Of > > > [EMAIL PROTECTED] > > > Sent: Tuesday, January 23, 2007 12:20 PM > > > To: osg users > > > Subject: Re: [osg-users] Performance drops when using 4 or more > > > cameranodes (RTT) > > > > > > > > > > > > Hi, > > > > > > First, to answer Anders' question, my general specs are: > > > > > > Windows XP Pro > > > nVidia 7800 GTX (512MB) > > > > > > > > > As for how much texture memory that I'm using, I simplified my application > > > to only load the cow model. I have seven other textures loading: > > > > > > texN is width x height (internal format, source format, source type) > > > > > > tex0 is 512x512 (GL_RGBA16F_ARB, GL_RGBA, GL_UNSIGNED_BYTE) > > > tex1 is 512x512 (GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT) > > > tex2-5 are all 512x512 (GL_RGBA16F_ARB, GL_RGBA, GL_FLOAT) > > > tex6 is 512x512 (GL_RGBA, GL_RGBA, GL_FLOAT) > > > > > > Unless I'm misunderstanding how texture memory works, seven 512x512 > > > textures in the worst case scenario would take up: > > > > > > (512*512) * 4bytes (RGBA) * 4bytes (32-bit) * 7 textures = 28MB > > > > > > The second "4bytes (32-bit)" is assuming GL_FLOAT uses 32-bits per RGBA. > > I > > > realize that this calculation is wrong in the sense that not all textures > > > are using the same internal formats, source types, or source formats; but > > I > > > would assume that this is the worst it could ever be for these textures. > > > With that in mind, it would appear that I should have plenty of texture > > > memory available. > > > > > > I'm wondering if there is some limit to the amount of texture memory that > > > can be associated with FBOs. The same number of FBOs using texture > > formats > > > of (GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE) works great, so I'm assuming that > > I > > > haven't hit a limit as far as the number of FBOs is concerned. If there > > is > > > a limit on the overall texture memory that can be associated with FBOs, is > > > there a relatively painless way of determining what that maximum texture > > > memory size is? > > > > > > Thanks, > > > Brian > > > > > > > > > > > > > > > On Tue, 23 Jan 2007 08:50:39 +0000, "Robert Osfield" > > > <[EMAIL PROTECTED]> wrote : > > > > > > > Hi Brian, > > > > > > > > I'd check to see if you graphics card has sufficient memory for what > > > > you are trying to do > > > > > > > > Robert. > > > > > > > > On 22 Jan 2007 23:27:35 -0000, [EMAIL PROTECTED] <[EMAIL PROTECTED]> > > > wrote: > > > > > Hi, > > > > > > > > > > I'm using floating point textures as my targets for multipass RTT. In > > > my > > > > > tests I have noticed that if three or less camera nodes are set up > > using > > > > > GL_RGBA16F_ARB internal format textures, the frame rate stays at a > > > constant > > > > > 75FPS when only the texture is rendered to the screen (i.e. the > > texture > > > is > > > > > rendered over the full window). > > > > > > > > > > If I add an additional camera node, the frame rate drops to 15 FPS. > > > Five > > > > > nodes yields 8FPS, and 5FPS are achieved with six nodes. Also, if I > > set > > > > > the texture to render to 1/4 of the screen and position the main > > camera > > > so > > > > > that the actual scene being rendered to texture is visible, I'll get > > > 25FPS > > > > > for the three camera node implementation. > > > > > > > > > > I'm setting up my textures with internal formats of GL_RGBA16F_ARB, a > > > > > source type of GL_FLOAT, and a source format of GL_RGBA. > > > > > > > > > > The FBO is set up like: > > > > > fbo->setAttachment(GL_COLOR_ATTACHMENT0_EXT, > > > > > osg::FrameBufferAttachment(texture)); > > > > > > > > > > fbo->setAttachment(GL_DEPTH_ATTACHMENT_EXT, > > > > > osg::FrameBufferAttachment(new osg::RenderBuffer(512, 512, > > > > > GL_DEPTH_COMPONENT24))); > > > > > > > > > > My min/max filters are set up as NEAREST. > > > > > > > > > > If I change my textures to internal formats of GL_RGBA and the source > > > type > > > > > as GL_UNSIGNED_BYTE, my performance is great. > > > > > > > > > > Any thoughts? > > > > > > > > > > Thanks, > > > > > Brian > > > > > _______________________________________________ > > > > > osg-users mailing list > > > > > [email protected] > > > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > > > http://www.openscenegraph.org/ > > > > > > > > > _______________________________________________ > > > > osg-users mailing list > > > > [email protected] > > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > > http://www.openscenegraph.org/ > > > > > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://openscenegraph.net/mailman/listinfo/osg-users > > http://www.openscenegraph.org/ > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > > > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
