Robert, thanks again. Now it is clear what's happening and I try to work on forcing the frame rate to 60 fps somehow. Thanks again for helping me figuring out everything!
Davide P.S. I'm thinking about using a multithreaded approach, one thread for updating the graphics, and one (or more) threads for the calculations (it's a physics engine b.t.w.). Is there documentation or any good example of usage of OpenThreads somewhere? > Message: 18 > Date: Wed, 4 Feb 2009 09:55:45 +0000 > From: Robert Osfield <robert.osfi...@gmail.com> > Subject: Re: [osg-users] OSX issue with the osgviewer class > To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org> > Message-ID: > <7ffb8e9b0902040155i599422d7q56c814501adf4...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Davide, > > The osgViewer will attempt by default to enable vysnc, but.. OpenGL > drivers can override this. Go have a look at you OpenGL driver > settings for vysnc. > > BTW, it's perfectly ordinary and correct to expect a difference > between vsync on/off. For graphics development often you'll switch > vsync off to get a feel for performance scaling, but for delivery of > the application you almost always should enable vysnc as visual > quality is far higher, and the compute system is more well balanced, > and in terms of user interaction a frame rate higher than vsync is > absolutely no use whatsoever. > > For my own work I almost always have vysnc on, only occasionally when > I want to do some particular type of benchmarking do I disable vsync. > When you have vsync on it's still possible to look at performance, for > instance have a look at the on screen stats that the OSG provides - > just run osgviewer on few different models and press 's' a couple of > times to see the different types of stats available. > > You need to get over this present hurdle of understanding what is > actually going on, once you have you'll know exactly why you are > getting the results you are, and why there isn't anything at all to > worry about, and finally you start looking at the real metrics that > mean something. > > Robert. > > On Wed, Feb 4, 2009 at 9:35 AM, Davide Bacchet <davide.bacc...@gmail.com> > wrote: > > Hello guys, > > I finally get to my other windows laptop and run the testcase on that > system > > too. > > Both compiled in release, using osg as a shared lib; the results: > > WIN32: > > *** test using GLUT *** > > cpu time: 1641 milliseconds > > effective time: 1.64645 seconds > > average fps: 607.367 > > *** test using osgviewer class only *** > > cpu time: 1656 milliseconds > > effective time: 1.66006 seconds > > average fps: 602.389 > > OSX: > > *** test using GLUT *** > > cpu time: 391.799 milliseconds > > effective time: 2.70822 seconds > > average fps: 369.246 > > *** test using osgviewer class only *** > > cpu time: 943.835 milliseconds > > effective time: 16.8232 seconds > > average fps: 59.4417 > > beside the performance difference (I guess because of the integrated > intel > > graphics on my macbook), what I feel strange is that on win32 the > osgviewer > > class is not bound to the 60Hz refresh rate, and the performances are > > consistent in GLUT/nonGLUT "mode" (607 vs 602 fps), while in OSX there is > a > > huge difference between the two (369 vs 60 fps). > > Maybe this is already known, or it's simply a matter of better setting up > > the application. > > If the testcase is needed I can attach it (is it possible to this mailing > > list?) or paste the source code the the email, it's a single file. Or you > > can reproduce it using the standard "osgviewer" application distributed > with > > osg. > > The calls I'm doing to create the viewer are basically: > > osgViewer::Viewer* viewer = new osgViewer::Viewer(); > > viewer->setSceneData( ****myscenenode*** ); > > viewer->setCameraManipulator(new osgGA::TrackballManipulator); > > viewer->addEventHandler(new osgViewer::StatsHandler); > > viewer->realize(); > > while (true) > > { > > // update the viewer > > viewer->frame(); > > (...) > > } > > thanks again! > > Davide > >
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