Hi Dennis, This stuff really is driver/hardware related rather than OSG related. I'm afraid I can't help you, even if I had time to.
Robert. On 2/26/07, Bunfield, Dennis AMRDEC/Davidson <[EMAIL PROTECTED]> wrote:
Hi Robert, I can't imagine I would be blowing texture memory when I have 1GB of texture memory available to me on the Quadro card. Here's a matrix of my test results as well as plots of the results are attached (I used texture rectangle with the GL_FLOAT_RGBA32_NV texture format which I found gives best performance) For POT textures, degradation is odd for >= 128x128 sizes. (see POTHDR.png) TexSize 4FBOs 8FBOs 9FBOs 1024x1024 400Hz 300Hz 1Hz 512x512 800Hz 600Hz 20Hz 256x256 900Hz 700Hz 70Hz 128x128 900Hz 700Hz 240Hz 64x64 240Hz 170Hz 150Hz 32x32 380Hz 260Hz 230Hz 16x16 410Hz 300Hz 270Hz 8x8 410Hz 325Hz 270Hz For NPOT textures the performance degrades in a reasonable fashion. (see NPOTHDR.png) NPOT Texure 4FBOs 8FBOs 9FBOs 16FBOs 640x640 265Hz 180Hz 105Hz 50Hz 500x500 395Hz 280Hz 150Hz 80Hz 320x320 670Hz 490Hz 300Hz 165Hz 300x300 720Hz 530Hz 320Hz 185Hz 210x210 950Hz 720Hz 480Hz 285Hz 105x105 950Hz 720Hz 520Hz 360Hz 75x75 940Hz 710Hz 520Hz 360Hz 50x50 940Hz 710Hz 520Hz 360Hz 10x10 940Hz 710Hz 520Hz 360Hz Based on these results do you think something weird is happening with > 8 FBO's for POT textures? Can there be something going on with the way the CameraNode sets up the RTT or it would it more likely be a driver issue? Or is it simply a way the graphics card optimizes textures? I might need to redesign what I'm trying to accomplish and use less FBO's. I know I have 8 attachment points to for each fbo, but is it feasible to toggle the geometry using a switch node for each attachment point in a cameranode postdrawcallback after each rtt draw? Thanks a lot, Dennis -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, February 26, 2007 10:11 AM To: osg users Subject: Re: [osg-users] Performance drops when using 4 or more camera nodes(RTT) Hi Dennis, I'm afraid I don't have time to do performance testing on behalf of users. What might be causing the problem? GPU Memory? Maybe. Try reducing FBO sizes. Robert. On 2/26/07, Bunfield, Dennis AMRDEC/Davidson <[EMAIL PROTECTED]> wrote: > Hi Robert, > > I'm also having a problem with the massive performance drop with > multiple (in my case > 8) HDR RTT camera nodes . I am using a Quadro > FX 5500 G with 1 GB of memory, so I know it isn't my graphics card > memory (the same problem happens on my GeForce Go 7800). I'm also > running under Linux with 2 dual core opeterons. My RTT sizes are > 512x512 with nearest/nearest mipmapping and I'm using 32 bit HDR rendering. > > I have made some simple modifications to osgprerender.cpp (see > attached) to illustrate the problem I and others appear to have seen. > I also hard coded the values I'm using in osgprerender and set up the proper 512x512 > HDR settings for both texture 2D's and texture rectangles. 8 RTT > camera nodes run great with a small performance drop for each camera > as would be expected. When I add the 9th camera node that is when > things break. All that you need to do to run it is pass in a model > and if you want texture rectangle use --texture-rectangle. > > Is this there a frame buffer object limitation of the driver/card? I > thought the number of FBO's was only limited by the amount of texture > memory available on the card, but I'm using a card with 1GB of memory > and not overly large textures. > > Thanks, > Dennis > > >> From: Robert Osfield <robert.osfield_at_gmail.com> > >> Date: Tue Jan 23 2007 - 00:50:39 PST > >> > >> 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/
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