Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-09 Thread Robert Osfield
Hi Gianluca, It should be possible to have thousands of transforms in your scene graph and still get good frame rates. The only thing that jumps to mind right now, is could you be doing the test with a debug build? Robert. ___ osg-users mailing list

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Andrew Cunningham
Hi Gianluca, We have performance problems with scene graphs when we end up with thousands of nodes and "small=low triangle count" geometries at each node. After investigation, it is clearly not so much the scene graph traversal itself, as the large number of small "primitive sets". I tested this

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Voerman, L.
Hi Gianluca, I have a feeling something is wrong with your setup, as we do these sort of graphs in our viewer and get way higher framerates. I get about 60 fps rendering 1920x1080x2 (=red-green stereo) on my Geforce 1080, with a static scene of 1.1 M vertices (886k triangels) and in a similar

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Chris Hanson
Can you find a way to perform the transform on each object in a vertex shader and not have a unique state have to be calculated for each of the 200 objects? On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale wrote: > Hi all, > > I have a performance issue in my scenegraph that I cannot completely >

[osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Gianluca Natale
Hi all, I have a performance issue in my scenegraph that I cannot completely understand. My scenegraph is made by a main matrix transform, with these 2 children: * One geode that renders a big object on screen (the geometry in the drawable can take up to several thousands vertices); *