[osg-users] long waiting time between cull and draw

2019-07-23 Thread Tomas Eilsoe
Hi,

We are experiencing that our application can get into a state where stuttering 
occurs (unable to sustain 60hz).

We observe a large period of waiting between the cull and the draw calls, which 
seems weird. See attached pic. 

Sometimes one or more of the draw call are drawn further to the left ie. after 
3ms. But there is always this big void where it looks like nothing is going on. 

Anybody have a hint on how to debug this ?

... 

Thank you!

Cheers,
Tomas

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76364#76364




Attachments: 
http://forum.openscenegraph.org//files/waiting_535.jpg


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Re: [osg-users] long waiting time between cull and draw

2019-07-23 Thread Robert Osfield
Hi Tom,

>From the on screen stats it looks like the GPU work is holding back the
draw dispatch of the next frame, the last camera's draw GPU looking like
the most obvious culprit.  It could be the FIFO is filling and then
blocking, or it could be that there is sync in place that is holding back
the next frame.

Given you are getting stuttering then my guess is that as things stand the
GPU throughout is something to work on.  I don't know anything about your
hardware, database and rendering requirements so I can't suggest any
specific remedy.  Could you provide some more info.  For instance adding
scene stats to the screenshot would help.

Robert.
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Re: [osg-users] long waiting time between cull and draw

2019-07-24 Thread Richard Harrison

On 03/07/2019 21:47, Tomas Eilsoe wrote:

We observe a large period of waiting between the cull and the draw calls, which 
seems weird. See attached pic.


I suspect that this is because of vsync; your frame rate is ~60hz which 
is likely the monitor frequency.


With my system (AMD R9-290) I only get the orange "GPU" sections when 
running with vsync; if I disable it (traits->vsync = false) then these 
disappear and more than 60hz is possible so I generally lock to 60hz 
application side by waiting the appropriate amount after rendering has 
finished.


I generally run with vsync disabled because it seems there is something 
about the AMD driver that causes a vsync wait between each camera; I 
wrote some notes about this 
http://chateau-logic.com/content/deferred-rendering-rembrandt-performance




Anybody have a hint on how to debug this ?


Disable vsync and see what happens.


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