[osg-users] First steps to improve culling

Robert Osfield robert.osfield at gmail.com
Thu Nov 12 11:40:24 PST 2015


Hi Alexandre,

Could you post a screenshot with the stats displayed or simply post the
frame update, cull, draw dispatch and draw GPU stats?

Also which version of the OSG are you using?

Robert.

On 12 November 2015 at 19:21, Alexandre Vaillancourt <
alexandre.vaillancourt.list at gmail.com> wrote:

> Hello forum/list!
>
> We've been using openscenegraph for quite a while now, and now it's time
> to start using it in a smarter way.
>
> We've recently started to test displaying our app with 4 monitors: 3 in a
> single Windows window (spanned over the 3 monitors of the same graphics
> card with NVidia surround), and a 4 monitor with another Windows window on
> a second graphics card.
>
> Our test app can now run with 1, 2, 3 and 4 monitors, and thus the same
> amount of camera displaying the scene.
>
> Now as it's expected, as more cameras are added, the framerate starts to
> go down.
>
> With the Visual Studio (2013) profiler, I've narrowed down the core of the
> time spent in OSG's 'frame' call is during the cull stage.
>
> A couple of fact:
> - The app is a Forklift Simulator
> - The essential of the time is spent in the virtual warehouse
> - The warehouse is full of loads
> - Racks and Loads have no LODs (this could be improved)
> - Racks and Loads (specifically) are not optimized geometry-wise, their
> poly count could be reduced (this could be improved)
> - In the scene graph, all the loads are siblings under a parent
> 'LoadsShadowedNode' group node
>
> The big question is:
> How can I reduce the time spent culling? Are the obvious "create LODs" and
> "optimize your loads graphics" that effective? Could I rethink how the
> loads are organized in the scene graph? If so, in what way? Any clue as
> what would bring the most bang for my buck?
>
> Any clue will be welcome :)
>
> I'm not that familiar with the inner workings of OpenGL and I realize I
> should push my knowledge a bit more.
>
> I have attached a couple of screenshot to give an idea of what the
> software looks like.
>
> Thanks for any help!
>
> --
> Alexandre Vaillancourt
>
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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