<div dir="ltr"><div><br>897 ms culling time sounds excessive to me, even for a large scene. Is this application built in a release configuration of the compiler?</div><div><br></div><div>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.<br></div><div><br></div>Christian<br><br><div><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">2017-09-22 11:44 GMT+02:00 Ale Maro <span dir="ltr"><<a href="mailto:sasha71@teletu.it" target="_blank">sasha71@teletu.it</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi,<br>
<br>
until now I improved visualization performance of my application in several way thanks to your suggestions.<br>
Now I would like to go another step ahead.<br>
<br>
May be this is common topics but it is not clear to me how to solve it.<br>
<br>
I have a CAD-like application.<br>
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.<br>
Typically children are small geometries and root nodes can be huge geometries.<br>
<br>
I would like to improve frame rate for this type of scene.<br>
<br>
What I see in a sample scene is (view is single threaded):<br>
<br>
Cull: ~897 (after some time often it go down to 300/400, I do not know why)<br>
Draw: ~37<br>
GPU: ~20<br>
Frame rate: 1 FPS<br>
<br>
The same scene merged in one node gives me:<br>
<br>
Cull: ~0.30<br>
Draw: ~0.45<br>
GPU: ~29<br>
Frame rate: 32 FPS<br>
<br>
Do you think I can improve the performance without merging nodes?<br>
<br>
Thanks a lot.<br>
<br>
Ale<br>
<br>
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