Recently I noticed something that might be related as well. The draw 
stage of my application seems to be blocking on vsync signal, rather 
than the swap buffers stage. It happens on Windows XP boxes with NVidia
cards, regardless if it is the older GeForce 8000 and 9000 series cards
or the newer 200 and 300 series. I noticed that after I upgraded the 
video driver to the 190.62 version from August, but it may have 
happened before that. One caviar is that my application is based on 
an older version of OSG from 2006 that still uses Producer. Another 
thing is the set up has two monitors of different specs configured as 
dual view, and a render context is created for each monitor. I don't
know if the latest version of OSG will be any different. Very 
interestingly, the same exact executable runs fine on Windows 7 boxes,
with vsync blocking taking place during swap buffers as supposed to be. 
Our current solution to the unsavory vsync blocking behavior on Win XP 
boxes is to turn vsync off and use some Direct-X function call that 
checks for display scan lines to mitigate tearing. It only avoids 
tearing on one display, though. 

Cheers,

Yefei

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Thursday, September 17, 2009 10:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG CPU Utilization

Robert Osfield wrote:
> Try a different OS/drivers.  Also once you home in what combination
> causes the high CPU utilization go pester NVidia about there driver
> doing a spinlock.

  Agreed, it appears this way. Though, I've not seen NVidia Windows drivers 
spinlock
before. Is the problem reproducible with plain release-mode osgviewer with the 
cow.osg
model? If it is, then it's something that you can send to NVidia with all 
pieces necessary
for reproducing it at their site.

> Robert.


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