Marcus Roth wrote:
Hello,
Daniel Grest wrote:
Hello,
we are using OpenSG to drive our 3 sided cave, with a stero display in
the front. Everything fine so far ;)
The fps of our 'reference model' is about 40 fps,
while our previous own implementation based on openGL alone
and a special network protocol to do the synchronisation was able to
render the same model on the same hardware with about 60fps.
I am currently searching for a reason to explain the difference,
such that i can speed up my OpenSG based implementation. Theoretically
my openSg implementation should not be slower:
The scene has only one node (an textured IndexedFaceSet)
and even if i dont change anything in the graph, the fps is about 40.
What protocol are you using? Multicast or StreamSock
I tried both, multicast gives some add. fps.
Have you switched on sync to vblank in your graphics driver?
With V_SYNC it goes down to 30 fps...
AntiAliasing is set to fastest, well no AA.
What is your framerate if you draw the model in a local window?
About 60 fps.
So my question:
I remember seeing some code in one of the ClusterServer/window
classes, that looked like a synchronisation between the servers before
they swap buffers.
Is this (still) correct? Is there a second server/server sync after
the server/client sync ? If so, is it possible to turn that off?
Currently this is not possible but it is not a big change.
If you remove the swap sync, your cluster nodes will do there swap at
different times.
I will try that, and report changes ;)
I'm working on the network connections. In my tests with the new code I
got up to 1000 sync cycles/s with 16 cluster nodes.
hmm, 1000 cycles/s with 16 nodes, that's much, so the network shouldn't
slow down the rendering that much with 4 nodes...
Thanks for ur quick reply,
Daniel
--
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Christians Nothing. We'll be right back after these messages..."
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