Hi Sergey,
I've used gDEBugger tool for rendering optimizations, it have modes that turn
off some features of rendering so you can determine what impacts framerate most
(like it have modes which turns off all lights(fixed pipeline vertex lighting
impact), replaces all textures with 2x2
Hi, Ramy
I've used gDEBugger tool for rendering optimizations, it have modes that turn
off some features of rendering so you can determine what impacts framerate most
(like it have modes which turns off all lights(fixed pipeline vertex lighting
impact), replaces all textures with 2x2
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
@lists.openscenegraph.org
Subject: 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
Hi J-S,
[..]
My next step is eliminating textures that repeat, to even further improve
texture atlas generation. This will again lead to some graphical artifacts
unfortunately...
I did the test of removing almost all statesets after scene load. The
result was that most of the time, the
Hello Wojtek,
I agree. I must admit I have lied to you (unintentionally;-) when I said
that our frmerate increase was due to statesets removal. I checked the
code and we later run optimizer again meging meshes. I also checked the
toolset on my new PC and speed increase does not seem to be that
Hi,
The KdTrees in the OSG do not affect the cull traversal in any way whatsoever.
KdTree we have only affect the intersection performance.
Robert.
2011/1/23 Полищук Сергей pol...@yandex.ru:
Hi,
I think you can reduce cull time with build kdtrees option in osgdb registry
or env var
Hi Tim and Robert,
OK, a few great suggestions, and a possible answer to why the work I've
done hasn't sped things up that much.
First, I've been focusing mostly on automatic optimizations that I can
code up in some processing tool since we already do that now (we use
osgconv to convert all
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, January 24, 2011 9:36 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Optimizing scene structure and geometry
Hi Tim and Robert,
OK, a few great suggestions
Hi J-S,
No, we use the ViewBounds type. and I forgot to mention in my arguments to
reproducing the results in the osgshadow example that I also used
ViewBounds. Sorry about that, seems even with my very long post I was
still missing some specifics :-)
Command line for osgshadow was not
Hi Gordon,
Just little FYI , you can build texture atlases that repeat the caveat being
they can only repeat in one direction so you can build vertical and horizontal
sets :)
Yeah, but OSG's TextureAtlasVisitor just rejects textures as soon as
they repeat in any direction. If there's
Hi,
I think you can reduce cull time with build kdtrees option in osgdb registry or
env var OSG_BUILD_KDTREES (if you not already using it). As for draw its
related to large number of state changes i believe, so you should try to merge
statesets. Large number of primitive sets is kinda bad,
Hi J-S,
Tim's analysis and suggestions are spot on.
I'll qualify a bit more with a bit of history on tri stripping. Tri
stripping used the most efficient way to batch up geometry for sending
to the graphics card, this was in the era when display listing was
king, and there was very little
gone. And
framerate went up 2 times.
Cheers,
Wojtek
-Oryginalna wiadomość-
From: Jean-Sébastien Guay
Sent: Friday, January 21, 2011 10:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] Optimizing scene structure and geometry
Hi all,
I thought I had a pretty firm grasp on what
Hi all,
I thought I had a pretty firm grasp on what to optimize given a certain
set of scene stats, but I've optimized what I can and I'm still getting
little improvement in results. So I'll explain my situation here and
hope you guys have some good suggestions. Sorry if this is a long
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