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
--
"...And the halftime score here at the Collosseum is Lions 7,
Christians Nothing. We'll be right back after these messages..."



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