[osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod

shayne.tueller shayne.tueller at comcast.net
Wed Mar 17 22:52:58 PDT 2021

Impressive Robert.Thanks for sharing.ShayneSent from my Sprint Samsung Galaxy Note9.
-------- Original message --------From: Robert Osfield <robert.osfield at gmail.com> Date: 3/17/21  1:36 PM  (GMT-07:00) To: OpenSceneGraph Users <osg-users at googlegroups.com> Subject: [osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod Hi All,Over the past 2 1/2 years I've been mainly focused on VulkanSceneGraph project, this isn't yet at 1.0 but it's come along nicely.  This week I wrote an example that illustrates how to use vsg::PagedLOD and vsg::ReaderWriter to implement paged database that streams data from online tile serves such a OpenStreetMap and ReadyMap.  It's like a very simple and crude demo of osgEarth style paging.To look at the visual differences and performance differences I've recorded a camera animation path in osgviewer then run this same path with the same OpenStreetMap databasee in osgviewer using osgEarth, and then with the same path but using the new vsgpagedlod example.     https://github.com/vsg-dev/vsgExamples/tree/PagedLOD/examples/nodes/vsgpagedlodI've upload the a video of running the two applications, first the OSG then VSG, to youtube:    https://www.youtube.com/watch?v=nOQxr09ald4The average fps for the 2 minutes camera animation path was 878fps for the OSG/osgEarth combo and 2698fps for VSG/vsgpagedlod, which is just under 3 times faster for the Vulkan/VulkanSceneGraph.As I explain in the video it's not an exact like for like comparison as osgEarth is doing blending between LODs, while the VSG/vsgpagedlod is selecting a higher level of detail for a given view.The osgviewer was run with default DrawThreadPerContext threading, while vsgpagedlod viewer was running single threaded.  In both cases the osgDB::DatabasePager and equivalent vsg::DatabasePager are doing all the loading in a set of background threads.The VSG supports running viewer multi-threaded but is unnecessary in this instance as the cull/draw traversal/dispatch are all happening less than half a millisecond :-)

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