[osg-users] Slow frame rate in release, gets fixed when viewing stats
Hi, I stumbled across a very weird problem. I have a pretty big scene and the frame rate is about 7 fps according to the stats. When I open the graph in the stats window I see the frame rate go up to 25 fps. If I remove the stats it goes back down to 7 again. This only happens when I run the release build from as a standalone application. If I run the release from visual studio (F5) I don't see this problem. Im using OSG 2.8.3. Any ideas what can be causing the problem? Thank you! Cheers, Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37843#37843 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ViewDependentShadow massive flickering problems
Hi Wojciech , Thanks for your reply. I was browsing the forums a little bit more carefully and I saw you suggestion reading links from nvidia and so on. I went on there and for a few days I need reading there and reading of the real time rendering books. Indeed PSSM is the best optimal method. But I can not get it to work under shaders for some reason. Only works in fixed function pipeline. So I am sticking with Lispm until I get PSSM working with my shaders. For flickering they seem to decrease or stop when I make the far distance a little smaller. But haven't tested that properly yet to see if it fixes the flickering or not. For artifacts I preformed the PCF and I got some amazing results. no more visible artifacts (still some minor artifacts here and there but very acceptable). But I used Gaussian blur for the ground because sometimes the PCF can be an overkill for the ground. Blur for ground and PCF for models seem to be the best methods to hide most of the artifacts and soften the edges of my shadows. Any help on getting PSSM working using shaders will be appreciated. Thank you! Cheers, Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37713#37713 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ViewDependentShadow massive flickering problems
Hi, Sorry guys, I know this thread hasn't been active for quite sometime, but I am also using LightSpacePerspectiveShadowMapVB and im getting flickering and artifacts. To be honest I kinda got lost in the replies as to how to fix the flickering and artifacts. I also have a large outdoor scene and used LightSPSM for my shadows. Shadows on some buildings are stable, but on others it flickers very fast. my scene is almost 1Km x 1Km more or less. I set the near light distance to something small and far distance to some distance beyond the camera, but not too far in the distance (since its a big scene). Reading the thread topic I knew this was my problem also, but I am lost in the replies. Any clarifications please? If it helps I'm using OSG 2.8.3. Thank you! Cheers, Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37634#37634 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?
Hi Jean, Ya I was only calling optimize (with DEFAULT option) after I load the entire scene, which now explains why the memory goes down a lot. So now I just call optimize on each model when I load them, and Im fine. Now after loading everything, im getting openGL out-of-memory error :D I'm trying to load the models in PagedLODs. Each model has a high res and low res versions. So its 1 PagedLOD per model with low and high res as children. But I cant get the PagedLOD to unload the child that is not in use! I'm playing around with the PagedLOD settings and reading the OSG source code, maybe that will lead me to somewhere. You got any ideas how to get PagedLOD to unload its children when not in use? I thought it was straight forward.. maybe I am missing something?! Thanks Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37030#37030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?
Jean, The Optimizer trick worked pretty well! Memory consumption is to a minimum now. Thanks for your help mate! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36935#36935 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Does osg Database keep the data in memory and doesn't remove them?
Hi, I now have quite a big scene with lots of textures apparently. When I load my scene the osg Database seem to just store the data until some point in time and releases them. When I load my geometry and textures in, I pass in the following parameters: osgDB::ReaderWriter::Options* op = new osgDB::ReaderWriter::Options; op-setObjectCacheHint( osgDB::ReaderWriter::Options::CACHE_NONE ); But as it seems that doesn't do anything, it still caches the data loaded until some point in time. I am asking why, because my application during loading now crashes because its exceeding 2GB of memory under 32bits.. If i remove a part of the scene (to make it less than 2GB in memory load), the scene gets loaded, I can see it in the Task Manager going up to 2GB (or just less) and then decreasing almost to half of its size just before rendering. Why is this happening? Thank you! Cheers, Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36910#36910 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label::setLabel() does not update the size
Hi, i had a similar problem with the Label not resizing (shrinking). It resized properly when the new size was bigger than existing, but it does not want to get smaller. So I just overrided the _calculateSize() in osgWidget::Label and removed the two IF statements. and I must add Im using OSG 2.8.3, im not sure if in future versions that has been fixed or not. Maybe thats your problem? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36791#36791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label::setLabel() does not update the size
It frustrated me for a few hours trying to fix that. I'm glad its working now. :D Cheers, Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36807#36807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
Hi, with some shadow techniques they take base texture unit value, try setting that value. Maybe that will help out. Are you rendering in Shaders or Fixed function pipeline? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36488#36488 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimizing scene structure and geometry
Hi, I am in the same stage now, optimizing a shadowed scene that is 1.5M triangles big (according to the stats). I did several optimizations, but still no where near what I am targeting for. Its the same, large outdoor scene, but in my case everything is fairly static. And the camera navigates around and in some areas the camera can see pretty much all the scene, and that is where the performance plummets pretty fast! I tried to minimize the StateSets in my models when I load them. I simply grouped together the geometry that use a common StateSets. That helped in terms of StateSet changes and FPS time (I can't find my stats that I wrote down back then at the moment). Also we created LODs on the high res models, that cut down a lot of tri's, but still not the performance we want. Something useful I found was to place an OcclusionQuery node on my models and hide them out when they are being occluded by another building or a small part of them is not shown. But recently (and the most interesting to me so far), I tried out the nVidia nSight tool. I ran my application and it gave me a detailed analysis of the OpenGL calls and the min, max and agv. timing they took. So I discovered one of the glBindTexture commands took over 3 milliseconds! That was the highest since the average was somewhere around 0.5-0.7. Did anybody by any chance use nSight and saw how useful it is in the optimizing process? I will play around more on this tool and see what I can do. I hope these suggestions would help if you haven't already tried them. Always looking for new optimization techniques :D Cheers, Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36116#36116 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] does LiSPSM cull the objects in the scene?
Thanks for your answer :) I knew you were going to reply :-D Thanks for your advise, those are the values I am playing with. I was also tried to give the ShadowScene the objects I want to cast shadows (by applying the castShadowMask on selected objects). that actually worked, but performance was still slow. The problem appears to be that our scene is too big and too complex (in terms of tri count). I believe that's where the problem is, scene has a very large tri count and the shadow almost doubles it which is an overkill for the GPU. So I will look into trying to simplify the scene then having another go. Are there any shadowing techniques that can help? Or is LiSPSM the best in my case? thanks ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33460#33460 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] does LiSPSM cull the objects in the scene?
Hi, I have been experimenting with Shadows lately for a pretty large scene I have. After reading some posts on the forum I realized I have to go with LiSPSM since it was optimized for large scenes. So I setup LiSPSM, passed in the variables and rendering using shaders. Everything seems to be working fine, until I noticed that LiSPSM doesn't seem to cull the objects in my scene graph. Even when I am viewing a building or two my triangle count is pretty high. If I turn off the shadows I get a much better performance and triangle count drops down to whatever there is on the screen. I have my ShadowScene as a root node, and the models are divided into regions and added as children to their respective regional group. I noticed in the LiSPSM there is a setMaxFarPlane() parameter. When I set a value it seems to only display shadows up to the far plane I specified, however the triangle count is still pretty high, almost as much as the entire scene. Am I missing something to make Shadows cull the models? Thank you! Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33374#33374 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org