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
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> > > http://www.openscenegraph.org/
> > > 
> > > 
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> > > http://www.openscenegraph.org/
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> > > 
> > > 
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> > osg-users mailing list
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> > 
> 
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