<div dir="ltr"><div><div>Hi Alexandre,<br><br></div>Could you post a screenshot with the stats displayed or simply post the frame update, cull, draw dispatch and draw GPU stats?<br><br></div><div>Also which version of the OSG are you using?<br></div><div><br></div>Robert.<br></div><div class="gmail_extra"><br><div class="gmail_quote">On 12 November 2015 at 19:21, Alexandre Vaillancourt <span dir="ltr"><<a href="mailto:alexandre.vaillancourt.list@gmail.com" target="_blank">alexandre.vaillancourt.list@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div><div><div><div><div><div><div><div><div><div>Hello forum/list!<br><br></div>We've been using openscenegraph for quite a while now, and now it's time to start using it in a smarter way.<br><br></div>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. <br><br></div>Our test app can now run with 1, 2, 3 and 4 monitors, and thus the same amount of camera displaying the scene. <br><br></div>Now as it's expected, as more cameras are added, the framerate starts to go down. <br><br></div>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. <br><br></div>A couple of fact:<br></div></div><div>- The app is a Forklift Simulator<br></div><div>- The essential of the time is spent in the virtual warehouse<br></div><div>- The warehouse is full of loads<br></div><div>- Racks and Loads have no LODs (this could be improved)<br></div><div>- Racks and Loads (specifically) are not optimized geometry-wise, their poly count could be reduced (this could be improved)<br></div><div>- In the scene graph, all the loads are siblings under a parent 'LoadsShadowedNode' group node<br></div><div><br></div>The big question is:<br>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?<br><br></div><div>Any clue will be welcome :)<br></div><div><br>I'm not that familiar with the inner workings of OpenGL and I realize I should push my knowledge a bit more.<br><br></div>I have attached a couple of screenshot to give an idea of what the software looks like. <br><br></div>Thanks for any help!<br><div><div><div><div><div><div><div><div><div><div><div><br clear="all"><div><div><div><div dir="ltr">--<br>Alexandre Vaillancourt<br></div></div></div>
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