[osg-users] First steps to improve culling
Alexandre Vaillancourt
alexandre.vaillancourt.list at gmail.com
Thu Nov 12 12:30:24 PST 2015
Robert,
Thanks for your reply, and of course I should have specified the version.
It's 3.2.0, we're planning to update to the most recent one within the next
3 months.
I have attached the screenshot. I'm not authorized to post anything not
approved by the higher end so the visuals have been "painted", but the
stats are there.
--
Alexandre Vaillancourt
2015-11-12 14:40 GMT-05:00 Robert Osfield <robert.osfield at gmail.com>:
> 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
>>
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>>
>>
>
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