Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Michael DeForge
robertosfield, thanks for stopping by and weighing in. I agree, the scene graph 
itself is likely the performance bottleneck. We're going to do some additional 
profiling in the coming weeks. I have lots of ideas.

Thank you to all others as well. That "Just Say No to Scene Graphs" article is 
great, I've seen that before :) .

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Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Michael DeForge
Can anyone explain to me why OpenSceneGraph isn't used in the games industry? 
There seems to be a large stigma surrounding OSG's performance, but is there 
really a problem here or not? OSG's own website claims "high performance". Is 
it really?

I've heard reports that people have had to keep their scene graphs shallow 
otherwise the lookups become too expensive. Makes sense, but is that enough to 
disqualify it for use in games?

My problem is that we have to render very large expanses of terrain in urban 
and rural environments. Think GTA, but for simulation research purposes, not 
entertainment.

I know OSG is used a lot in the simulation industry but I don't understand why 
when there's better tech out there.

I'm not trying to incite a flame war, I just want a straight honest answer. 
We're considering many different frameworks and engines right now and OSG seems 
like an iceberg that I'm trying to steer us away from.

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