[osg-users] Long draw

OpenSceneGraph Users osg-users at lists.openscenegraph.org
Thu Aug 13 06:22:56 PDT 2020


When vsync is on, a GL call (usually wglSwapBuffers) in blocking the
process. 

OSG computes the draw time doing delta_s(before draw tick, after draw
tick). High draw 
time (close to 16.6666 ms) means the blocking call is between the ticks.


Lionel Lagarde 

On 2020-08-13 15:09, OpenSceneGraph Users wrote:

> You can turn vsync off in the nvidia display control panel. Don't know about other cards 
> 
> On Thu, Aug 13, 2020 at 7:02 AM OpenSceneGraph Users <osg-users at lists.openscenegraph.org> wrote: 
> 
> Hi, 
> 
> Frame rate stuck at 60Hz usually means vertical sync is on. 
> 
> On 2020-08-13 13:32, OpenSceneGraph Users wrote: 
> 
> Hi,
> 
> It's been a while since I tested rendering performance on my development machine and now I'm experiencing something vaguely familiar and quite annoying. Even with a very simple model, the statistics feature ('s') in the osgviewer application (3.6.4) reports a draw process taking over 16ms so that the rendering just barely makes it at 60Hz, see the attached screenshot. Sometimes it drops down to a short draw after a while, for no apparent reason, but more often it stays this long.
> 
> This makes me doubt any further performance investigations, now knowing whether additional operations in a frame will make draw go over the 16.7ms limit or not.
> 
> I vaguely recognize this from way back but I can't remember the cause, and I can't find anything about it in previous osg-users discussions. It feels like it's waiting for buffer swapping or something, and I wouldn't be surprised if it's something obvious that I should know. Maybe it's just the statistics reporting incorrectly? Does anyone recognize this and do you have any suggestions? It works on my older laptop but not on two of my desktop computers. My config below:
> 
> Intel i7-4790K 4GHz
> 16 GB RAM
> GeForce GTX 970 with latest 451.67 drivers
> Win10 Home
> OSG 3.6.4
> 
> Regards,
> Andreas
> 
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