On Sat, Jul 21, 2012 at 10:42 AM, Mathias Fröhlich
<mathias.froehl...@gmx.net> wrote:
>
> 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.
That is a big problem, but we also have CPU bottlenecks upstream too.
> 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.
I would really like to see that code!
> 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.
Yikes, I didn't know about that problem.

Tim

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