Hi,

On Thursday, July 19, 2012 15:32:01 Tim Moore wrote:
> The depth-pass-only pass is a well known optimization, but the fact it
> is not helping implies that our bottleneck is not in fragment
> processing. I've suspected for years that it lies on the CPU, and have
> been trying to optimize our scene graph a bit...

It *is* on the cpu.
At least for most of the use cases. Every now and then there is an other limit 
that comes up for specific stuff. But we are *mostly* draw limited. The draws 
are way too small to be efficient.
James and I were talking about this some time ago.
I would go even further for the LOD's. In the meantime I have in fgviewer a 
PagedLOD whole world database tree running. This is similar to osg's marble 
dataset but carefully designed around our tile structure. Using this I think 
we can really replace a lot of our fine structured scenery tiles with something 
more croase that is used for tiles more far away.
Drawback with our current codebase: Our integration of the particle systems 
need to be rethought as this contains geometry with culling disabled which 
makes a pagedlod just never expire. Switching the particle systems off works 
pretty good so far. 

Greetings

Mathias

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