[osg-users] Frame rate improvement
Christian Buchner
christian.buchner at gmail.com
Fri Sep 22 03:28:48 PDT 2017
897 ms culling time sounds excessive to me, even for a large scene. Is this
application built in a release configuration of the compiler?
You could attempt a hierarchical grouping of the scene graph nodes with
group objects to speed up the culling, using some kind of space
partitioning algorithm.
Christian
2017-09-22 11:44 GMT+02:00 Ale Maro <sasha71 at teletu.it>:
> Hi,
>
> until now I improved visualization performance of my application in
> several way thanks to your suggestions.
> Now I would like to go another step ahead.
>
> May be this is common topics but it is not clear to me how to solve it.
>
> I have a CAD-like application.
> Potentially a scene can contain objects with thousand of sub-objects, each
> one can be managed separately (e.g. I can select, modify or delete a
> sub-object). This means that the scene contains nodes with thousand of
> children and each children is a MatrixTransform with a geometry children.
> Typically children are small geometries and root nodes can be huge
> geometries.
>
> I would like to improve frame rate for this type of scene.
>
> What I see in a sample scene is (view is single threaded):
>
> Cull: ~897 (after some time often it go down to 300/400, I do not know why)
> Draw: ~37
> GPU: ~20
> Frame rate: 1 FPS
>
> The same scene merged in one node gives me:
>
> Cull: ~0.30
> Draw: ~0.45
> GPU: ~29
> Frame rate: 32 FPS
>
> Do you think I can improve the performance without merging nodes?
>
> Thanks a lot.
>
> Ale
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72047#72047
>
>
>
>
>
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