[osg-users] Long draw

OpenSceneGraph Users osg-users at lists.openscenegraph.org
Thu Aug 13 07:53:59 PDT 2020


Hi,

Ok, thanks - seems reasonable enough. Strange though how my laptop with 
an older nVidia chip stays at 60Hz with vsync enabled but a shorter 
draw. And that sometimes draw goes down to a much lower length here as 
well. And that I remember being able to measure draw times with vsync 
enabled...but maybe it was too long ago and my memory simply fails me.

Anyhow, I found "--run-max-frame-rate 60" that seems to accomplish what 
I want even with vsync enabled from the nVidia controls. I have set it 
correspondingly in my own viewer application. So I can now see what 
seems to be the actual draw times.

Not sure why this helps and I currently don't have the time to dig 
around to find out why. If anyone cares to explain that would be 
appreciated, but in the meantime I'll be able to move forward thanks to 
this. Thanks for all the help!

Regards,
Andreas



On 2020-08-13 15:22, OpenSceneGraph Users wrote:
>
> 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 
>> <mailto: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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