Re: [osg-users] Frame rates vary dramatically across runs

2009-08-20 Thread Robert Osfield
it. Enjoy your vacations, Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, July 27, 2009 4:37 PM Subject: Re: [osg-users] Frame rates vary dramatically across runs Hi Wojtek, On Mon, Jul

Re: [osg-users] Frame rates vary dramatically across runs

2009-08-20 Thread Robert Osfield
: [osg-users] Frame rates vary dramatically across runs Hi Wojtek, I've done my best to enjoy my vacation(s!) and now will take joy in pestering you about the changes we discussed, did you get around to making them :-) Cheers, Robert. On Mon, Jul 27, 2009 at 4:27 PM, Wojciech

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
, reading from the depth_tex Cheers, Wojtek - Original Message - From: Wojciech Lewandowski lewandow...@ai.com.pl To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, July 24, 2009 4:25 PM Subject: Re: [osg-users] Frame rates vary dramatically across runs Hi Robert

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Robert Osfield
@lists.openscenegraph.org Sent: Friday, July 24, 2009 4:25 PM Subject: Re: [osg-users] Frame rates vary dramatically across runs Hi Robert, I've just has a look at your changed RenderStage. The changed code is below.  Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which disables the draw and read buffer

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
Hi Robert J-S, Sorry if I am bit late with the answers. I have browsed the code to know what we are talking about ;-) [...] right thing to do would be to refactor this code so it allowed the setting of the draw and read buffer values directly even with the value is GL_NONE. As things stand

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Robert Osfield
HI Wojtek, I agree with your analysis that it'd be appropriate to place glDrawBuffers/glReadBuffer support into osg::State and utilize lazy state updating for this. In terms of the existing RenderStage::_draw/_renderBuffers values, this is currently set by the CullVisitor + SceneView, so rather

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
Hi Robert, In terms of the existing RenderStage::_draw/_renderBuffers values, this is currently set by the CullVisitor + SceneView, so rather than being their for lazy state updating it's there as means of passing values for high level set up to the lower level draw traversal so would need to

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Robert Osfield
Hi Wojtek, On Mon, Jul 27, 2009 at 3:23 PM, Wojciech Lewandowskilewandow...@ai.com.pl wrote: I think we are pretty much on the same page. Question (which J-S asked) is who does this ? I may not uderstand all the intricacies, but I promised to look at the code and come up with submission

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
Robert, I'll try to do it. Enjoy your vacations, Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, July 27, 2009 4:37 PM Subject: Re: [osg-users] Frame rates vary dramatically across

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Robert Osfield
Hi Wojtek, JS, et al, On Wed, Jul 22, 2009 at 3:57 PM, Wojciech Lewandowskilewandow...@ai.com.pl wrote: I agree. We may raise this subject when Robert comes back. He probably knows why RenderStage does this. The code in RenderStage is mainly there as fallback to avoid limits applied by the

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
Hi Robert, One problem that this change might introduce is that if users make not explicitly specified both a depth and colour buffers in their Camera settings, but instead have relied upon this behavior of RenderStage. I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Robert Osfield
Hi Wojtek, On Fri, Jul 24, 2009 at 1:18 PM, Wojciech Lewandowskilewandow...@ai.com.pl wrote: I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER attachments to FBO Cameras. They are not set currently and thus dirty work of setting them is done by RenderStage. If they were

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
Thanks Robert, I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER attachments to FBO Cameras. They are not set currently and thus dirty work of setting them is done by RenderStage. If they were set by default in Camera users could directly override or remove them. If

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Jean-Sébastien Guay
Hi Robert, Wojtek, Robert Osfield wrote: The code in RenderStage is mainly there as fallback to avoid limits applied by the first FBO supporting drivers. Removing this requirement should now be possible - we can do this and then do a call for testing. That's what I thought. I think that

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
Hi J-S, Is this really needed? I know we don't want to break users' existing apps, but in general, we should assume they know what they're doing right? The solution above would mean that someone who knows what they're doing would need to remove attachment(s) instead of adding just the ones

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Jean-Sébastien Guay
Hi Wojtek, We all agree. Lets make atachment selection explicit. My proposal was just an rhetoric response (if I may say so;-) to rhetoric question Robert asked. OK, so who does it? :-) If you have the time, I'd be more comfortable if you made the change, as I haven't touched that code

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
Hi J-S, We all agree. Lets make atachment selection explicit. My proposal was just an rhetoric response (if I may say so;-) to rhetoric question Robert asked. OK, so who does it? :-) Smart move. I can do this. But only if you take the evangelization part ;-) If you have the time, I'd

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Robert Osfield
HI Wojtek, I've just has a look at your changed RenderStage. The changed code is below. Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which disables the draw and read buffer is done after the FBO apply? I looks to me that one could simply have an #ifdef/#else. I do also wonder whether

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Jean-Sébastien Guay
Hi Wojtek, Smart move. I can do this. But only if you take the evangelization part ;-) I don't know what evangelism means in this context... It seems to me that it just allows users to make better use of the resources they have. But yeah, if you equate evangelism with being opinionated, I

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Robert Osfield
Hi JS, On Fri, Jul 24, 2009 at 3:21 PM, Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com wrote: But yeah, if you equate evangelism with being opinionated, I can do that :-) Ahh so we're all just evangelists round here then :-) Robert. ___ osg-users

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
Hi Robert, I've just has a look at your changed RenderStage. The changed code is below. Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which disables the draw and read buffer is done after the FBO apply? I looks to me that one could simply have an #ifdef/#else. I do also wonder

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
Subject: Re: [osg-users] Frame rates vary dramatically across runs Hi Wojtek, Smart move. I can do this. But only if you take the evangelization part ;-) I don't know what evangelism means in this context... It seems to me that it just allows users to make better use of the resources they have

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Jean-Sébastien Guay
Hi Robert, Ahh so we're all just evangelists round here then :-) I'm not the one who said it :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Wojciech Lewandowski
Hi J-S, I think if it gives a verifiable gain (less video memory used for depth component RTT) then you can submit it. As you know, submission does not mean that you need to be confident that it does not break anything, it means that you are sending it for review. Robert will check it out, if

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Jean-Sébastien Guay
Hi Wojtek, I think if it gives a verifiable gain (less video memory used for depth component RTT) then you can submit it. I saw direct improvement on GF 7800. On newer boards its smaller unless the OSG application is GPU memory bound. Which happens quite often in our practice. But even if

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Wojciech Lewandowski
Hi J-S, Looking at the code, it seems like the same thing happens with the depth buffer, i.e. a depth attachment will be created if none is present. IMHO, a depth buffer is not mandatory - you could want to do an RTT pass on a single fullscreen quad, in which case you don't need depth and can

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Jean-Sébastien Guay
Hi Wojtek, GL_EXT_framebuffer_object spec allows FBOs without color attachments. http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt see issue (45) ). Its only an intutition but I suspect there were times that despite the specs both attachments were required by the drivers and FBO

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Wojciech Lewandowski
Hi , The code in osgUtil/RenderStage.cpp (as it stands now) automatically attaches a depth buffer if there is none, and a color buffer if there is none. Perhaps this code should be removed. If this causes problems to applications on some drivers/cards, I think it's up to the application to

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Michele Olsen
Hi, It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all is well. ... Thank you! Cheers, Michele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15178#15178

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Jean-Sébastien Guay
Hi Michele, It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all is well. 4096^2 is already large... Some of our cards here (9800GT) don't support them (rendering slows down to ~3fps when at 4096^2, when it's at 60fps steady at

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Mathias Fröhlich
Hi, On Wednesday 01 July 2009, Michele Olsen wrote: I am building an application using osg and recently I have been experiencing dramatic changes in frame rate across runs. One run will have 140 + fps while the next run will have 15 fps. I was wondering if anyone else has experienced this?

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Wojciech Lewandowski
jean-sebastien.g...@cm-labs.com To: osg-users@lists.openscenegraph.org Sent: Tuesday, July 21, 2009 5:19 PM Subject: Re: [osg-users] Frame rates vary dramatically across runs Hi Michele, It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Jean-Sébastien Guay
Hi Wojtek, As I was summoned by shadow spell Haha! :-) Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Wow, isn't that a bug? It surprises me

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Michele Olsen
My machine is using a 9800 GTX and Ubuntu 8.04 32 bit btw. Thanks for the help, and I hope the driver bug gets worked out. ... Michele[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15194#15194

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Wojciech Lewandowski
Hi, J-S Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Wow, isn't that a bug? It surprises me that no one has tried to fix that, it seems pretty

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-21 Thread Jean-Sébastien Guay
Hi Wojtek, I am not sure... I believe that it was impossible to use depth only FBO when they were initially introduced into OpenGL . But now it seems possible at least on NVidia's because I made such modificattion and it works ( in fact it gave me shadowing speedup improvements). But I did

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-01 Thread Michele Olsen
Hi, I am building an application using osg and recently I have been experiencing dramatic changes in frame rate across runs. One run will have 140 + fps while the next run will have 15 fps. I was wondering if anyone else has experienced this? Thank you! -- Read this topic

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-01 Thread Robert Osfield
Hi Michele, This behavior is unusually, one might expect differences if cache coherency or CPU affinity is not working well but no where near the scale you are seeing. I would recommend looking at what other processes are running on your machine. I'd also enable onscreen stats to see what is