Re: [osg-users] Performance issue when using huge number of vertices in a drawable
Hi, ... using stats handler of osgViewer how to determine number of vertices in a given scene i used scenestats._vertex count... but the value is 0 and it is not updating Thank you! Cheers, Keren -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55665#55665 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue regarding number of drawables
Hi In general less drawables draw faster, but with more of them you get better culling, so you actually can draw less stuff. Cheers, Sergey. 19.07.2011, 13:54, Saravanan Sivaprahasam saransivapraha...@rediffmail.com: Hi, I need to clarify some doubts regarding texture size and number of drawables (Geometry) in a node and its effect on 'draw time'. For example i've a osg node, with a geode present inside a MatrixTransform. The geode contains 4 geometries (drawables), each drawable has a diffuse texture of size 512x512. Now the number of draw calls is 4. (correct me if i'm wrong). Now i'm converting the four 512x512 textures into single 1024x1024 texture (single material) in photoshop and apply it to the mesh in 3D Software (blender or 3D Studio Max) and exported it to OSG format. Now the geode in the osg file contain a single drawable with a single material and texture. I would like to know whether the four drawables or single drawable will consume more time to draw. How is the draw time affected when multiple UV's are applied to the mesh for the above case. ... Thank you! Cheers, Saravanan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41468#41468 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance issue regarding number of drawables
Hi, I need to clarify some doubts regarding texture size and number of drawables (Geometry) in a node and its effect on 'draw time'. For example i've a osg node, with a geode present inside a MatrixTransform. The geode contains 4 geometries (drawables), each drawable has a diffuse texture of size 512x512. Now the number of draw calls is 4. (correct me if i'm wrong). Now i'm converting the four 512x512 textures into single 1024x1024 texture (single material) in photoshop and apply it to the mesh in 3D Software (blender or 3D Studio Max) and exported it to OSG format. Now the geode in the osg file contain a single drawable with a single material and texture. I would like to know whether the four drawables or single drawable will consume more time to draw. How is the draw time affected when multiple UV's are applied to the mesh for the above case. ... Thank you! Cheers, Saravanan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41468#41468 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance issue when using huge number of vertices in a drawable
Hi, I am new to OSG, so I'm sorry if the I missed the obvious. I am developing an application that handle a mesh of nearly 600 000 vertices, in an simulation application. Because a limited number of vertex is being updated, I spread the vertices on multiple drawables (geometries). Checking the performance, With 600 000 vertices in a static scene (not moving things around yet), I can use 1 to 9 geometries and keep a framerate of 60. But when I use 10 geometries, the framerate drops to 22 and the GPU load is tripled. Then I keep augmenting the number of geometries and the performance is the same. So there is a clear line between 9 and 10 geometries with that load of vertices. I have no knowledge of the threading models of OSG. But I attached the osgViewer::ThreadingHandler to my viewer, and toggle between the modes, with no effect. Having limited knowledge of graphics hardware, it nevertheless feels to me like from 1 to 9 geometries, there's a good load balanced between the threads of the GPU. When I reach 10 geometries, it looks like the balance is lost. Of course, I might be something really simpler that I overlooked. Please enlighten me if it is so. Automatic Thank you! Automatic Cheers, Noa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37111#37111 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue when using huge number of vertices in a drawable
Hi, Noa It has nothing to do with threading. Gpu works as pipeline and performs some tasks inside pipeline stages in parallel, but it's not multithreaded in general sense. Do you mean that you use same vertices number overall but splitting them in different number of geometries, and if there are more than 9 geometries then framerate drops? Cheers, Sergey. 25.02.2011, 01:14, Noa Cantin n...@cantin.net: Hi, I am new to OSG, so I'm sorry if the I missed the obvious. I am developing an application that handle a mesh of nearly 600 000 vertices, in an simulation application. Because a limited number of vertex is being updated, I spread the vertices on multiple drawables (geometries). Checking the performance, With 600 000 vertices in a static scene (not moving things around yet), I can use 1 to 9 geometries and keep a framerate of 60. But when I use 10 geometries, the framerate drops to 22 and the GPU load is tripled. Then I keep augmenting the number of geometries and the performance is the same. So there is a clear line between 9 and 10 geometries with that load of vertices. I have no knowledge of the threading models of OSG. But I attached the osgViewer::ThreadingHandler to my viewer, and toggle between the modes, with no effect. Having limited knowledge of graphics hardware, it nevertheless feels to me like from 1 to 9 geometries, there's a good load balanced between the threads of the GPU. When I reach 10 geometries, it looks like the balance is lost. Of course, I might be something really simpler that I overlooked. Please enlighten me if it is so. Automatic Thank you! Automatic Cheers, Noa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37111#37111 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue when using huge number of vertices in a drawable
Sergey, Thanks for the quick answer! Its exactly like you describe. For the same total number of vertices split over N geometries, if N9 the framerate drops. Regards, Noa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37135#37135 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue when using huge number of vertices in a drawable
Try to use viewer stats handler to see what actual vertices\geometry count in scene, may be your splitting works not as expected. Also i'd suggest to try out tools like gDEBugger \ NVperfkit \ ATI GPU PerfStudio to check what takes most of rendering time. If you split your geometry into parts in runtime, like split in two parts, render some frames, then split into 4 parts, render some frames etc. there can be case where you keep old gl buffers with vertices data and after some splitting iterations you run out of graphics memory and experience fps drop, so check graphics memory usage with this tools. Cheers, Sergey. 25.02.2011, 17:20, Noa Cantin n...@cantin.net: Sergey, Thanks for the quick answer! Its exactly like you describe. For the same total number of vertices split over N geometries, if N9 the framerate drops. Regards, Noa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37135#37135 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue when using huge number of vertices in a drawable
Serguey, Thanks. I'm new with all this so it's gonna take me some time to figure out how the tools work, plus there seem to be a bit of confusion around PerfKit on Windows 7 (http://developer.nvidia.com/forums/index.php?showtopic=5794). It might take some time before I get back to you. Your help is greatly appreciated. Noa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37142#37142 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] performance issue
Tell more about dynamics of your vertices Static data: I think you would need to make small geometries and a fitted group hierarchy (giving your own bounding boxes) with a visitor ( perhaps just use osgutil::optimizer would make a good work) Dynamic data: you should your own culling policy use vbos (discharging cpu)and and geometry shader culling (discharging GPU)... My master word: batched memory policies. Gianluca Natale wrote: Hi there! I have some performance issue when trying to draw objects whose geometry contains millions of vertices. I want to try everything to improve it (LOD, exclude back faces for closed surfaces, use strips and fans, vertex buffer objects, etc…), but I wonder if OSG already uses occlusion queries (provided by OpenGL) during rendering traversal, applied to the bounding boxes of the geodes/drawables, to quickly exclude the complete drawing of that part. Or at least, if there is a way to enable it. I’m using OSG 2.8.0. For my models that would help me a lot, since each geometry has millions of vertices, but occlusion queries for bounding boxes would involve only 8 vertices at a time. Thanks in advance, Gianluca -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28612#28612 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] performance issue
Hi there! I have some performance issue when trying to draw objects whose geometry contains millions of vertices. I want to try everything to improve it (LOD, exclude back faces for closed surfaces, use strips and fans, vertex buffer objects, etc.), but I wonder if OSG already uses occlusion queries (provided by OpenGL) during rendering traversal, applied to the bounding boxes of the geodes/drawables, to quickly exclude the complete drawing of that part. Or at least, if there is a way to enable it. I'm using OSG 2.8.0. For my models that would help me a lot, since each geometry has millions of vertices, but occlusion queries for bounding boxes would involve only 8 vertices at a time. Thanks in advance, Gianluca ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Hi Will, Thank you very much for the suggestion. I will try this out ASAP and will let you know if it works. By the way, is NVidia aware of this problem? If they are then they should be fixing this problem. Best regards, Shamim On Nov 14, 2007 1:09 PM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, For the 7900 card, the driver version that fixed the slow down was 83.91. For the 8800 GTX card, I have not been able to find a driver version to fix it. However, after hearing that it happened on another dual core machine, I was able to find others with the problem. It appears that it is an Nvidia bug. There are a couple of possible solutions. In the Nvidia control panel you may have a setting called Threaded Optimization. One of our computers has that setting available, but for some reason it doesn't appear on another. If you do have that setting, turning it off appears to fix the problem. If you don't have the setting, you can still turn it on or off in the registry. The path to the value is HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Video\[your GUID here]\ if you have the value OGL_ThreadControl, set it to DWORD:0002. If you don't have it, you can add it. I did this on my dual core machine and that seemed to fix the problem. This setting apparently controls the driver threading, and there are a number of people that have reported the problem on dual core machines. This site: http://forums.nvidia.com/lofiversion/index.php?t9875.html has some information about the problem. I hope this works for you, let me know how it turns out. Good luck, Will On Nov 12, 2007 10:59 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks very much Charles and Will for your support. Very much appreciated. Best regards, Shamim On Nov 13, 2007 12:52 AM, Will Dicharry [EMAIL PROTECTED] wrote: I don't have access to the machine that I was able to fix it on right now, so I don't know the exact version of the drivers. For the 7900 card, all I had to do was install the vendor drivers that came with the card. I believe the vendor on that one was EVGA. I will be able to check the version tomorrow. I've had the problem on two 8800 GTX cards, one an Asus, the other an Evga. I have not been able to fix it on the Evga card yet. On the Asus card, there is an option in the Nvidia control panel under the 3d settings about threading that doesn't appear on the Evga machine. I have no idea why that is. That option fixed the problem on the Asus card. I will be able to check the exact name and setting of that option tomorrow. I will send another email tomorrow after I check the driver version and the extra setting to give you more information. Will On Nov 11, 2007 7:36 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Hi Will, Is it possible for you to link me to the driver which solves the problem? That will be very helpful to me. Regards, Shamim On Nov 12, 2007 9:02 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers ( i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the
Re: [osg-users] Performance issue with Database Pager Terra VistaFiles
I had the exact same problem with a Quadro FX 5500 card. I use a TXP database and performance was fine with an older driver and incredibly bad with a newer driver. For me, I had to use the 91.36 drivers versus the 91.47 drivers. There are even newer drivers out now for the Quadro cards, but I haven't tried those. chuck -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Will Dicharry Sent: Sunday, November 11, 2007 4:54 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Performance issue with Database Pager Terra VistaFiles Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
I don't have access to the machine that I was able to fix it on right now, so I don't know the exact version of the drivers. For the 7900 card, all I had to do was install the vendor drivers that came with the card. I believe the vendor on that one was EVGA. I will be able to check the version tomorrow. I've had the problem on two 8800 GTX cards, one an Asus, the other an Evga. I have not been able to fix it on the Evga card yet. On the Asus card, there is an option in the Nvidia control panel under the 3d settings about threading that doesn't appear on the Evga machine. I have no idea why that is. That option fixed the problem on the Asus card. I will be able to check the exact name and setting of that option tomorrow. I will send another email tomorrow after I check the driver version and the extra setting to give you more information. Will On Nov 11, 2007 7:36 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Hi Will, Is it possible for you to link me to the driver which solves the problem? That will be very helpful to me. Regards, Shamim On Nov 12, 2007 9:02 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Thanks very much Charles and Will for your support. Very much appreciated. Best regards, Shamim On Nov 13, 2007 12:52 AM, Will Dicharry [EMAIL PROTECTED] wrote: I don't have access to the machine that I was able to fix it on right now, so I don't know the exact version of the drivers. For the 7900 card, all I had to do was install the vendor drivers that came with the card. I believe the vendor on that one was EVGA. I will be able to check the version tomorrow. I've had the problem on two 8800 GTX cards, one an Asus, the other an Evga. I have not been able to fix it on the Evga card yet. On the Asus card, there is an option in the Nvidia control panel under the 3d settings about threading that doesn't appear on the Evga machine. I have no idea why that is. That option fixed the problem on the Asus card. I will be able to check the exact name and setting of that option tomorrow. I will send another email tomorrow after I check the driver version and the extra setting to give you more information. Will On Nov 11, 2007 7:36 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Hi Will, Is it possible for you to link me to the driver which solves the problem? That will be very helpful to me. Regards, Shamim On Nov 12, 2007 9:02 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Hi Aktar, I have been working with dual core machines and paging for the past two years without deadlocks, and for the last thee months have been using a quad core machine without issue. What OS are you using? Robert. On Nov 10, 2007 7:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance issue with Database Pager Terra Vista in multi CPU machines.
Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance issue with Database Pager Terra Vista Files
Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org