Re: [osg-users] Performance issue when using huge number of vertices in a drawable

2014-02-25 Thread Keren
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

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Re: [osg-users] Performance issue regarding number of drawables

2011-07-21 Thread Sergey Polischuk
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

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[osg-users] Performance issue regarding number of drawables

2011-07-19 Thread Saravanan Sivaprahasam
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

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[osg-users] Performance issue when using huge number of vertices in a drawable

2011-02-25 Thread Noa Cantin
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

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Re: [osg-users] Performance issue when using huge number of vertices in a drawable

2011-02-25 Thread Sergey Polischuk
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

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Re: [osg-users] Performance issue when using huge number of vertices in a drawable

2011-02-25 Thread Noa Cantin
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

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Re: [osg-users] Performance issue when using huge number of vertices in a drawable

2011-02-25 Thread Sergey Polischuk
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

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Re: [osg-users] Performance issue when using huge number of vertices in a drawable

2011-02-25 Thread Noa Cantin
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

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Re: [osg-users] performance issue

2010-06-05 Thread Julien Valentin
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
 
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[osg-users] performance issue

2010-06-04 Thread Gianluca Natale
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

 

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Re: [osg-users] Performance issue with Database Pager Terra Vista Files

2007-11-14 Thread Akhtar Shamim
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

2007-11-12 Thread Cole, Charles E. (LARC-B702)[GENEX SYSTEMS]
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.
 
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Re: [osg-users] Performance issue with Database Pager Terra Vista Files

2007-11-12 Thread Will Dicharry
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.
   
  
  
  
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Re: [osg-users] Performance issue with Database Pager Terra Vista Files

2007-11-12 Thread Akhtar Shamim
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.

   
   
   
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Re: [osg-users] Performance issue with Database Pager Terra Vista Files

2007-11-11 Thread Robert Osfield
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.

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] Performance issue with Database Pager Terra Vista Files

2007-11-11 Thread Akhtar Shamim
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.
 
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[osg-users] Performance issue with Database Pager Terra Vista in multi CPU machines.

2007-11-10 Thread Akhtar Shamim
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.
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[osg-users] Performance issue with Database Pager Terra Vista Files

2007-11-09 Thread Akhtar Shamim
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.
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