Dear list,
Since a bit of time, I'm running into strange performance problems
with OpenSG. For me, it looks like graphics card memory being eaten up
quite fast and the system swapping in from main memory, but I can't
confirm that since - correct me if I'm wrong - there's no way to
determine the actual amount of graphics card memory used.
I've put a testfile up:
http://www.syrophenium.de/files/tmp/opensg/2bmw.bin (sorry, it's quite
big at 130something mb ..)
On big iron complete with a quadro fx 3400 graphics card this renders
at a whopping 0.9 to 2 fps when viewed full. If I let the view frustum
gradually cull parts of the geometry away, it suddenly jumps up to 60+
fps. The geometry isn't too complex and I wouldn't consider the amount
of texture data (opensg shows 34 megs) as a challenge for a 256 MB card.
I can render the same situation with different scenegraphs (perf**mer,
OpenSceneGraph) at 20 fps on a much lower-spec system and at near 40 fps
on the system mentioned above.
Perhaps somebody could confirm this? It seems that both windows and
linux suffer from this problem, however I mainly tried linux. I've used
stock OpenSG optimized libs 1.4.0 and 1.6.0 together with unmodified
osgSceneViewer, no FSAA, no anisotropic mapping (if enabled, these make
things worse).
What surprises me the most are the sudden changes in fps, the trigger
in between about 1 fps and 60 fps seems to be only at < 50 triangles
drawn more or less.
nvidia drivers used are 77.56 for win32, 7676 for linux (older driver
versions exhibited the same behaviour, though).
Could this be attributed to non power-of-two textures? I though these
would now be supported (and they do work out of the box in opensg), but
for the other rendering systems I do some re-scaling on the textures.
Any input appreciated as always - best regards,
-.jan.-
--
Jan Wurster :: developer
IC:IDO GmbH :: Jurastr. 8 :: 70565 Stuttgart :: Germany
http://www.icido.de :: phone +49 711 27 303 163
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