Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread Robert Osfield
Hi James,

I've read your emails but I'm afraid the stats mean absolutely nothing
do me.  One will really need to be find out what parts of the OSG i.e.
what function calls are the current bottleneck.

As general note, performance optimization with scene graphs as almost
always an issue of improving the balance of the scene graph, be it
update, cull, draw dispatch or draw GPU, it's almost always a poor
scene graph that is at fault.  You can often improve performance by
10x and more by simply fixing the scene graph.  Doing low level code
optimization will rarely get you anything like the performance
improvement that you'd get by just fixing the scene graph.

Given this, diving into low level profiling could well be a case of
not seeing the wood from the trees.   So I'd recommend if you want
your app to go faster start with the basics, are your CPU or GPU
limited.  Then are you update, cull or draw dispatch limited?  Then
depending upon what results you get consider why the scene graph
itself is making things so slow.  This process will typically lead you
to things you can do to your scene graph to fix the performance
bottleneck, and all this without touching the actual code.
Performance optimization is huge topic, but hopefully I'll have given
you a little pointer to priorities I'd apply.

Robert.

On Sat, Jun 28, 2008 at 4:12 AM, James Killian
<[EMAIL PROTECTED]> wrote:
>
> Here are some interesting profile results from the threaded profiler.
> First here is the ground work:
> OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config).  The
> actual client code tested that pushes some stress on osg is our game which
> anyone can download here http://www.fringe-online.com/.So I run this and
> measure the thread performance using Intel's thread compiler.  So far, our
> client code main loop is very similar to how it is in the osg viewer (no
> fancy optimizations).
>
> There are 2 machines I have tested now... I'll post a copy of a different
> message I sent a few days ago here (to keep all info in this thread)
>
> ---snip
> Robert,
> This proposal you mention for 2.6 will it help balance the cpu workload
> against the  gpu I/O bottleneck?
>
> I've been doing some osg performance benchmark research on thread
> synchronization using the Intel Threaded compiler, and so far the results
> are looking really good except for a 26% over-utilization due to sleeping. I
> do want to say awesome job to those responsible for threading, the amount of
> critical section use looked very good!  All the worker threads also had good
> profiling results.
>
> The ultimate test I want to try today deals with an intentional GPU
> bottleneck... where I have a quadcore that pipes graphics out a PCI graphics
> card.  If anyone is interested I'll post these test results.  I know now
> that using a quad core there is lack of parallelization (e.g. 25% 85% 15%
> 15%), but that is a different battle for a different time.
>
> I do want to get to the bottom of the profiling and determine how well the
> workload is balanced against the gpu i/o, and see if there is some
> opportunity for optimization here.
> -snip
>
> Today I have the numbers from the souped up machine with a poor poor pci
> graphics card.  The first thing to note is that the game never exceeded 18%
> cpu usage!!  When I profiled 65% of the main thread was devoted to "serial"
> time and the bulk of the cpu time was on *this thread* and
> PrintSchedulingInfo [20] thread.  The thread 20 showed 21% contributed to
> blocking, but the rest of it was active.  The rest of the threads (like with
> my machine) looked really good! it is just too bad they don't do much work.
>
>
> Realistically my machine at work is not typical due to the pci graphics, but
> it did put good stresses to show where the I/O bottle neck is (on the main
> thread).  My machine at home is a dual p 2.4 with NVidia GeForce 5900XT.
> When testing other games on my home machine I get great frame rate, so my
> goal will be to osg's performance to something comparable.
>
> Aside from the threading profiler, I have tested AMD code analyst to find
> the most frequent called code, and for osg 1.2  it turned out to be the
> Matrix Multiply.  Aside from that OSG itself took a significant bulk of the
> CPU workload.  This AMD profiler works differently in that it does not count
> sleeping or I/O time, but rather keeps note of the most frequent called.  At
> some point I'll retest for code optimizations, but not yet... the real gain
> now is to balance the CPU rendering against it sending to GPU.  It would be
> great if I can find a solution that can benefit the whole osg community (all
> platforms).
>
> If anyone has an interest in faster performance using the new osgViewer
> please share with me some ideas thanks.   I can track where bottlenecks are,
> but working out a good solution will take some time to learn.  I'll need to
> profile with V

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread rpingry
Thanks Robert,

(James and I are working on this together.  He has decided to focus his
attentions on understanding OpenSceneGraph and optimizing where he can,
where most of the client game code dealing with the scene graph is mine). I
was planning on asking some of these questions eventually anyway, but now
seems like a good time ;)

I think a huge part of what we are seeing is that we are relying very
heavily on image maps for everything, and that most graphics cards have to
swap memory.  That said, I know that I need to work on my dependence on
these image maps and look harder at resizing them where possible.  Are there
any other recommendations out there for more effective image map
utilization?  One thing I know I want to apply is LOD, which I have not done
yet.  In looking over the example code, the LOD is pretty straight forward.

All our ships use UV mapping, and I was trying to make it so that the image
was only loaded once for the ship type, rather than for each instance.  It
did not seem that this made much of a difference, however.  I have started
to look at the osgImposter example for help in how I might better handle
this.  AM I going in the right direction?

I have lots more questions, but I figure I will ask them as I get to them
and I am able to dig in myself.
Thanks again for all the great support,
-- Rick

On Sat, Jun 28, 2008 at 5:22 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:

> Hi James,
>
> I've read your emails but I'm afraid the stats mean absolutely nothing
> do me.  One will really need to be find out what parts of the OSG i.e.
> what function calls are the current bottleneck.
>
> As general note, performance optimization with scene graphs as almost
> always an issue of improving the balance of the scene graph, be it
> update, cull, draw dispatch or draw GPU, it's almost always a poor
> scene graph that is at fault.  You can often improve performance by
> 10x and more by simply fixing the scene graph.  Doing low level code
> optimization will rarely get you anything like the performance
> improvement that you'd get by just fixing the scene graph.
>
> Given this, diving into low level profiling could well be a case of
> not seeing the wood from the trees.   So I'd recommend if you want
> your app to go faster start with the basics, are your CPU or GPU
> limited.  Then are you update, cull or draw dispatch limited?  Then
> depending upon what results you get consider why the scene graph
> itself is making things so slow.  This process will typically lead you
> to things you can do to your scene graph to fix the performance
> bottleneck, and all this without touching the actual code.
> Performance optimization is huge topic, but hopefully I'll have given
> you a little pointer to priorities I'd apply.
>
> Robert.
>
> On Sat, Jun 28, 2008 at 4:12 AM, James Killian
> <[EMAIL PROTECTED]> wrote:
> >
> > Here are some interesting profile results from the threaded profiler.
> > First here is the ground work:
> > OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config).
>  The
> > actual client code tested that pushes some stress on osg is our game
> which
> > anyone can download here http://www.fringe-online.com/.So I run this
> and
> > measure the thread performance using Intel's thread compiler.  So far,
> our
> > client code main loop is very similar to how it is in the osg viewer (no
> > fancy optimizations).
> >
> > There are 2 machines I have tested now... I'll post a copy of a different
> > message I sent a few days ago here (to keep all info in this thread)
> >
> > ---snip
> > Robert,
> > This proposal you mention for 2.6 will it help balance the cpu workload
> > against the  gpu I/O bottleneck?
> >
> > I've been doing some osg performance benchmark research on thread
> > synchronization using the Intel Threaded compiler, and so far the results
> > are looking really good except for a 26% over-utilization due to
> sleeping. I
> > do want to say awesome job to those responsible for threading, the amount
> of
> > critical section use looked very good!  All the worker threads also had
> good
> > profiling results.
> >
> > The ultimate test I want to try today deals with an intentional GPU
> > bottleneck... where I have a quadcore that pipes graphics out a PCI
> graphics
> > card.  If anyone is interested I'll post these test results.  I know now
> > that using a quad core there is lack of parallelization (e.g. 25% 85% 15%
> > 15%), but that is a different battle for a different time.
> >
> > I do want to get to the bottom of the profiling and determine how well
> the
> > workload is balanced against the gpu i/o, and see if there is some
> > opportunity for optimization here.
> > -snip
> >
> > Today I have the numbers from the souped up machine with a poor poor pci
> > graphics card.  The first thing to note is that the game never exceeded
> 18%
> > cpu usage!!  When I profiled 65% of the main thread wa

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread Robert Osfield
Hi Rick,

Sharing state is essential to good performance, and even more critical
when you start approaching memory limits.  You'll need to share
osg::Texture(s) rather than just osg::Image(s) to get the benefit.
Sharing complete osg::StateSet is the most efficient, for cull, draw
dispatch into the OpenGL fifo (the OSG's draw traversal) and draw down
on the GPU.

If you are hitting memory limits on the graphics card, beyond sharing
of Textures/StateSet, you could also look at using non power of two
textures, and using compressed texture formats as these can stay
compressed on the graphics card.  Scaling your texture sizes to fit to
your hardware limits.

My general guide would be to get your app running at a solid frame
rate (equal to your monitors refresh rate), typically this will be
something like 75Hz on modern displays, to hit this you might need to
be more conservative about just how much eye candy you are throwing at
the system i.e. texture sizes/effects etc.  Once you've got your solid
frame rate on a given hardware then look at what you can add without
breaking frame.  These days I see little excuse for not hitting a
solid 60+Hz for modern graphics apps, unless you have an app doing
something hard for the graphics hardware like volume rendering, or a
CAD app with millions of polygons in the scene.  If you aren't hitting
a solid frame rate then something's up and you need to address it.

There is *huge* number of things you can do to make graphics go more
efficiently, one can scratch the surface it in a couple of emails.

Robert.

On Sat, Jun 28, 2008 at 4:05 PM,  <[EMAIL PROTECTED]> wrote:
> Thanks Robert,
>
> (James and I are working on this together.  He has decided to focus his
> attentions on understanding OpenSceneGraph and optimizing where he can,
> where most of the client game code dealing with the scene graph is mine). I
> was planning on asking some of these questions eventually anyway, but now
> seems like a good time ;)
>
> I think a huge part of what we are seeing is that we are relying very
> heavily on image maps for everything, and that most graphics cards have to
> swap memory.  That said, I know that I need to work on my dependence on
> these image maps and look harder at resizing them where possible.  Are there
> any other recommendations out there for more effective image map
> utilization?  One thing I know I want to apply is LOD, which I have not done
> yet.  In looking over the example code, the LOD is pretty straight forward.
>
> All our ships use UV mapping, and I was trying to make it so that the image
> was only loaded once for the ship type, rather than for each instance.  It
> did not seem that this made much of a difference, however.  I have started
> to look at the osgImposter example for help in how I might better handle
> this.  AM I going in the right direction?
>
> I have lots more questions, but I figure I will ask them as I get to them
> and I am able to dig in myself.
> Thanks again for all the great support,
> -- Rick
>
> On Sat, Jun 28, 2008 at 5:22 AM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
>>
>> Hi James,
>>
>> I've read your emails but I'm afraid the stats mean absolutely nothing
>> do me.  One will really need to be find out what parts of the OSG i.e.
>> what function calls are the current bottleneck.
>>
>> As general note, performance optimization with scene graphs as almost
>> always an issue of improving the balance of the scene graph, be it
>> update, cull, draw dispatch or draw GPU, it's almost always a poor
>> scene graph that is at fault.  You can often improve performance by
>> 10x and more by simply fixing the scene graph.  Doing low level code
>> optimization will rarely get you anything like the performance
>> improvement that you'd get by just fixing the scene graph.
>>
>> Given this, diving into low level profiling could well be a case of
>> not seeing the wood from the trees.   So I'd recommend if you want
>> your app to go faster start with the basics, are your CPU or GPU
>> limited.  Then are you update, cull or draw dispatch limited?  Then
>> depending upon what results you get consider why the scene graph
>> itself is making things so slow.  This process will typically lead you
>> to things you can do to your scene graph to fix the performance
>> bottleneck, and all this without touching the actual code.
>> Performance optimization is huge topic, but hopefully I'll have given
>> you a little pointer to priorities I'd apply.
>>
>> Robert.
>>
>> On Sat, Jun 28, 2008 at 4:12 AM, James Killian
>> <[EMAIL PROTECTED]> wrote:
>> >
>> > Here are some interesting profile results from the threaded profiler.
>> > First here is the ground work:
>> > OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config).
>> >  The
>> > actual client code tested that pushes some stress on osg is our game
>> > which
>> > anyone can download here http://www.fringe-online.com/.So I run this
>> > and
>> > measure the thread performance using Intel

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread James Killian



Thanks for the feedback.  I'll start with these areas as you suggested and 
see what numbers I am getting.


The thread profiler does provide detailed information of every threaded 
activity at any given time.  I just wish there was some way to present the 
information given that would be more meaningful to the group.


What would be great is to have a big balanced scene that can put OSG Viewer 
to the test in a way where it puts equal intense stress on update, culling, 
and draw dispatch.  What I'd hope to see is the draw dispatch be on a 
separate thread, where that thread showed mostly I/O activity, and the cpu 
activity on other threads.


Well anyhow... I got my work cut out for me now... thanks again.


James Killian
- Original Message - 
From: "Robert Osfield" <[EMAIL PROTECTED]>

To: "OpenSceneGraph Users" 
Sent: Saturday, June 28, 2008 4:22 AM
Subject: Re: [osg-users] OSG thread profiling results are in!!



Hi James,

I've read your emails but I'm afraid the stats mean absolutely nothing
do me.  One will really need to be find out what parts of the OSG i.e.
what function calls are the current bottleneck.

As general note, performance optimization with scene graphs as almost
always an issue of improving the balance of the scene graph, be it
update, cull, draw dispatch or draw GPU, it's almost always a poor
scene graph that is at fault.  You can often improve performance by
10x and more by simply fixing the scene graph.  Doing low level code
optimization will rarely get you anything like the performance
improvement that you'd get by just fixing the scene graph.

Given this, diving into low level profiling could well be a case of
not seeing the wood from the trees.   So I'd recommend if you want
your app to go faster start with the basics, are your CPU or GPU
limited.  Then are you update, cull or draw dispatch limited?  Then
depending upon what results you get consider why the scene graph
itself is making things so slow.  This process will typically lead you
to things you can do to your scene graph to fix the performance
bottleneck, and all this without touching the actual code.
Performance optimization is huge topic, but hopefully I'll have given
you a little pointer to priorities I'd apply.

Robert.

On Sat, Jun 28, 2008 at 4:12 AM, James Killian
<[EMAIL PROTECTED]> wrote:


Here are some interesting profile results from the threaded profiler.
First here is the ground work:
OSG SVN 8482 using VS 7.1 with threading enabled (interlocked config). 
The
actual client code tested that pushes some stress on osg is our game 
which
anyone can download here http://www.fringe-online.com/.So I run this 
and
measure the thread performance using Intel's thread compiler.  So far, 
our

client code main loop is very similar to how it is in the osg viewer (no
fancy optimizations).

There are 2 machines I have tested now... I'll post a copy of a different
message I sent a few days ago here (to keep all info in this thread)

---snip
Robert,
This proposal you mention for 2.6 will it help balance the cpu workload
against the  gpu I/O bottleneck?

I've been doing some osg performance benchmark research on thread
synchronization using the Intel Threaded compiler, and so far the results
are looking really good except for a 26% over-utilization due to 
sleeping. I
do want to say awesome job to those responsible for threading, the amount 
of
critical section use looked very good!  All the worker threads also had 
good

profiling results.

The ultimate test I want to try today deals with an intentional GPU
bottleneck... where I have a quadcore that pipes graphics out a PCI 
graphics

card.  If anyone is interested I'll post these test results.  I know now
that using a quad core there is lack of parallelization (e.g. 25% 85% 15%
15%), but that is a different battle for a different time.

I do want to get to the bottom of the profiling and determine how well 
the

workload is balanced against the gpu i/o, and see if there is some
opportunity for optimization here.
-snip

Today I have the numbers from the souped up machine with a poor poor pci
graphics card.  The first thing to note is that the game never exceeded 
18%
cpu usage!!  When I profiled 65% of the main thread was devoted to 
"serial"

time and the bulk of the cpu time was on *this thread* and
PrintSchedulingInfo [20] thread.  The thread 20 showed 21% contributed to
blocking, but the rest of it was active.  The rest of the threads (like 
with
my machine) looked really good! it is just too bad they don't do much 
work.



Realistically my machine at work is not typical due to the pci graphics, 
but
it did put good stresses to show where the I/O bottle neck is (on the 
main

thread).  My machine at home is a dual p 2.4 with NVidia GeForce 5900XT.
When testing other games on my h

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread Robert Osfield
On Sat, Jun 28, 2008 at 4:35 PM, James Killian
<[EMAIL PROTECTED]> wrote:
> The thread profiler does provide detailed information of every threaded
> activity at any given time.  I just wish there was some way to present the
> information given that would be more meaningful to the group.
>
> What would be great is to have a big balanced scene that can put OSG Viewer
> to the test in a way where it puts equal intense stress on update, culling,
> and draw dispatch.  What I'd hope to see is the draw dispatch be on a
> separate thread, where that thread showed mostly I/O activity, and the cpu
> activity on other threads.

The osgViewer::StatsHandler will display update, event, cull, draw
dispatch on all systems and draw GPU stats.  The GPU stats require an
OpenGL extension that I've only seen Nvidia implement so far, so you
won't see this stats printed out on all systems.

Also record a camera path/game sequence that you can use for
benchmarking so that every run the app does the same thing, then
you'll be able to study the effects that changes you make have on
final performance.  You'll also be able to study the above stats to
where the problems occur in your scene.

As a small note, the OSG in CullDrawThreadPerContext,
DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
graphics in a separate thread.

Robert.
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Re: [osg-users] OSG thread profiling results are in!!

2008-07-02 Thread rpingry
Hi Robert,

I got the stats handler working on our scene and displaying.  I am not sure
I understand what the different numbers mean and how I might work with
them.  I can see the optimization effort is a big deal.  I know it is beyond
the scope of this group.  Are there any resources out there to look at?

I have finished the work you had already mentioned, like using png rather
than bmp everywhere.  We are also working on making sure our images are as
small as possible.  We are also going to work on using LOD.  Since we are in
space and most ships are far away, we are sure we can make a big jump
there.  I used osgUtil::Optimizer and that game me a few more frames.

What are some other suggestions?

We are using some particle effects pretty heavily, and we noticed (using
filemon) that the smoke image file is being read over and over again, many
times (perhaps once per frame).  Is this possible?  We are going to look
into that next.  Maybe we can cache the single image (state set)?

Thanks
-- Rick

On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:

> On Sat, Jun 28, 2008 at 4:35 PM, James Killian
> <[EMAIL PROTECTED]> wrote:
> > The thread profiler does provide detailed information of every threaded
> > activity at any given time.  I just wish there was some way to present
> the
> > information given that would be more meaningful to the group.
> >
> > What would be great is to have a big balanced scene that can put OSG
> Viewer
> > to the test in a way where it puts equal intense stress on update,
> culling,
> > and draw dispatch.  What I'd hope to see is the draw dispatch be on a
> > separate thread, where that thread showed mostly I/O activity, and the
> cpu
> > activity on other threads.
>
> The osgViewer::StatsHandler will display update, event, cull, draw
> dispatch on all systems and draw GPU stats.  The GPU stats require an
> OpenGL extension that I've only seen Nvidia implement so far, so you
> won't see this stats printed out on all systems.
>
> Also record a camera path/game sequence that you can use for
> benchmarking so that every run the app does the same thing, then
> you'll be able to study the effects that changes you make have on
> final performance.  You'll also be able to study the above stats to
> where the problems occur in your scene.
>
> As a small note, the OSG in CullDrawThreadPerContext,
> DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
> graphics in a separate thread.
>
> Robert.
>  ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
>> Rick
Check us out at http://fringe-online.com/
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Re: [osg-users] OSG thread profiling results are in!!

2008-07-02 Thread James Killian

"
We are using some particle effects pretty heavily, and we noticed (using 
filemon) that the smoke image file is being read over and over again, many 
times (perhaps once per frame).  Is this possible?  We are going to look into 
that next.  Maybe we can cache the single image (state set)?
"

I found a way to cache the images.  The Registry in osgDB has the ability to 
set options.  It appears that _options is NULL by default, the options have a 
CACHE_IMAGES flag to use along with others.  This works against any code that 
uses readImage(filename).  There are others to explore too:

Does anyone have any experience with using these options?  is there any others 
that should or should not be used? 



James Killian
  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: OpenSceneGraph Users 
  Sent: Wednesday, July 02, 2008 2:11 PM
  Subject: Re: [osg-users] OSG thread profiling results are in!!


  Hi Robert,

  I got the stats handler working on our scene and displaying.  I am not sure I 
understand what the different numbers mean and how I might work with them.  I 
can see the optimization effort is a big deal.  I know it is beyond the scope 
of this group.  Are there any resources out there to look at?  

  I have finished the work you had already mentioned, like using png rather 
than bmp everywhere.  We are also working on making sure our images are as 
small as possible.  We are also going to work on using LOD.  Since we are in 
space and most ships are far away, we are sure we can make a big jump there.  I 
used osgUtil::Optimizer and that game me a few more frames.

  What are some other suggestions?

  We are using some particle effects pretty heavily, and we noticed (using 
filemon) that the smoke image file is being read over and over again, many 
times (perhaps once per frame).  Is this possible?  We are going to look into 
that next.  Maybe we can cache the single image (state set)?

  Thanks
  -- Rick


  On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:

On Sat, Jun 28, 2008 at 4:35 PM, James Killian

<[EMAIL PROTECTED]> wrote:

> The thread profiler does provide detailed information of every threaded
> activity at any given time.  I just wish there was some way to present the
> information given that would be more meaningful to the group.
>
> What would be great is to have a big balanced scene that can put OSG 
Viewer
> to the test in a way where it puts equal intense stress on update, 
culling,
> and draw dispatch.  What I'd hope to see is the draw dispatch be on a
> separate thread, where that thread showed mostly I/O activity, and the cpu
> activity on other threads.


The osgViewer::StatsHandler will display update, event, cull, draw
dispatch on all systems and draw GPU stats.  The GPU stats require an
OpenGL extension that I've only seen Nvidia implement so far, so you
won't see this stats printed out on all systems.

Also record a camera path/game sequence that you can use for
benchmarking so that every run the app does the same thing, then
you'll be able to study the effects that changes you make have on
final performance.  You'll also be able to study the above stats to
where the problems occur in your scene.

As a small note, the OSG in CullDrawThreadPerContext,
DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
graphics in a separate thread.

Robert.

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  -- 
  >> Rick
  Check us out at http://fringe-online.com/ 


--


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Re: [osg-users] OSG thread profiling results are in!!

2008-07-03 Thread Paul Speed

You are sending in code again. ;)
-Paul

James Killian wrote:
 
"
We are using some particle effects pretty heavily, and we noticed (using 
filemon) that the smoke image file is being read over and over again, 
many times (perhaps once per frame).  Is this possible?  We are going to 
look into that next.  Maybe we can cache the single image (state set)?

"
 
I found a way to cache the images.  The Registry in osgDB has the 
ability to set options.  It appears that _options is NULL by default, 
the options have a CACHE_IMAGES flag to use along with others.  This 
works against any code that uses readImage(filename).  There are others 
to explore too:
 
Does anyone have any experience with using these options?  is there any 
others that should or should not be used? 
 
 
 
James Killian


- Original Message -
*From:* [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
*To:* OpenSceneGraph Users <mailto:osg-users@lists.openscenegraph.org>
*Sent:* Wednesday, July 02, 2008 2:11 PM
    *Subject:* Re: [osg-users] OSG thread profiling results are in!!

Hi Robert,
 
I got the stats handler working on our scene and displaying.  I am

not sure I understand what the different numbers mean and how I
might work with them.  I can see the optimization effort is a big
deal.  I know it is beyond the scope of this group.  Are there any
resources out there to look at? 
 
I have finished the work you had already mentioned, like using png

rather than bmp everywhere.  We are also working on making sure our
images are as small as possible.  We are also going to work on using
LOD.  Since we are in space and most ships are far away, we are sure
we can make a big jump there.  I used osgUtil::Optimizer and that
game me a few more frames.
 
What are some other suggestions?
 
We are using some particle effects pretty heavily, and we noticed

(using filemon) that the smoke image file is being read over and
over again, many times (perhaps once per frame).  Is this possible? 
We are going to look into that next.  Maybe we can cache the single

image (state set)?
 
Thanks

-- Rick

On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield
<[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote:

On Sat, Jun 28, 2008 at 4:35 PM, James Killian
<[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
wrote:
 > The thread profiler does provide detailed information of
every threaded
 > activity at any given time.  I just wish there was some way
to present the
 > information given that would be more meaningful to the group.
 >
 > What would be great is to have a big balanced scene that can
put OSG Viewer
 > to the test in a way where it puts equal intense stress on
update, culling,
 > and draw dispatch.  What I'd hope to see is the draw dispatch
be on a
 > separate thread, where that thread showed mostly I/O
activity, and the cpu
 > activity on other threads.

The osgViewer::StatsHandler will display update, event, cull, draw
dispatch on all systems and draw GPU stats.  The GPU stats
require an
OpenGL extension that I've only seen Nvidia implement so far, so you
won't see this stats printed out on all systems.

Also record a camera path/game sequence that you can use for
benchmarking so that every run the app does the same thing, then
you'll be able to study the effects that changes you make have on
final performance.  You'll also be able to study the above stats to
where the problems occur in your scene.

As a small note, the OSG in CullDrawThreadPerContext,
DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
graphics in a separate thread.

Robert.
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-- 
 >> Rick

Check us out at http://fringe-online.com/



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os

Re: [osg-users] OSG thread profiling results are in!!

2008-07-03 Thread James Killian

Gahhh... thanks for the heads up... @#$#@ Microsoft...  I've disabled html
and going to use plain text from now on.

- Original Message - 
From: "Paul Speed" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" 
Sent: Thursday, July 03, 2008 3:54 AM
Subject: Re: [osg-users] OSG thread profiling results are in!!


> You are sending in code again. ;)
> -Paul
>
> James Killian wrote:
> >
> > "
> > We are using some particle effects pretty heavily, and we noticed (using
> > filemon) that the smoke image file is being read over and over again,
> > many times (perhaps once per frame).  Is this possible?  We are going to
> > look into that next.  Maybe we can cache the single image (state set)?
> > "
> >
> > I found a way to cache the images.  The Registry in osgDB has the
> > ability to set options.  It appears that _options is NULL by default,
> > the options have a CACHE_IMAGES flag to use along with others.  This
> > works against any code that uses readImage(filename).  There are others
> > to explore too:
> >
> > Does anyone have any experience with using these options?  is there any
> > others that should or should not be used?
> >
> >
> >
> > James Killian
> >
> > - Original Message -
> > *From:* [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
> > *To:* OpenSceneGraph Users
<mailto:osg-users@lists.openscenegraph.org>
> > *Sent:* Wednesday, July 02, 2008 2:11 PM
> > *Subject:* Re: [osg-users] OSG thread profiling results are in!!
> >
> > Hi Robert,
> >
> > I got the stats handler working on our scene and displaying.  I am
> > not sure I understand what the different numbers mean and how I
> > might work with them.  I can see the optimization effort is a big
> > deal.  I know it is beyond the scope of this group.  Are there any
> > resources out there to look at?
> >
> > I have finished the work you had already mentioned, like using png
> > rather than bmp everywhere.  We are also working on making sure our
> > images are as small as possible.  We are also going to work on using
> > LOD.  Since we are in space and most ships are far away, we are sure
> > we can make a big jump there.  I used osgUtil::Optimizer and that
> > game me a few more frames.
> >
> > What are some other suggestions?
> >
> > We are using some particle effects pretty heavily, and we noticed
> > (using filemon) that the smoke image file is being read over and
> > over again, many times (perhaps once per frame).  Is this possible?
> > We are going to look into that next.  Maybe we can cache the single
> > image (state set)?
> >
> > Thanks
> > -- Rick
> >
> > On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield
> > <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote:
> >
> > On Sat, Jun 28, 2008 at 4:35 PM, James Killian
> > <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
> > wrote:
> >  > The thread profiler does provide detailed information of
> > every threaded
> >  > activity at any given time.  I just wish there was some way
> > to present the
> >  > information given that would be more meaningful to the group.
> >  >
> >  > What would be great is to have a big balanced scene that can
> > put OSG Viewer
> >  > to the test in a way where it puts equal intense stress on
> > update, culling,
> >  > and draw dispatch.  What I'd hope to see is the draw dispatch
> > be on a
> >  > separate thread, where that thread showed mostly I/O
> > activity, and the cpu
> >  > activity on other threads.
> >
> > The osgViewer::StatsHandler will display update, event, cull,
draw
> > dispatch on all systems and draw GPU stats.  The GPU stats
> > require an
> > OpenGL extension that I've only seen Nvidia implement so far, so
you
> > won't see this stats printed out on all systems.
> >
> > Also record a camera path/game sequence that you can use for
> > benchmarking so that every run the app does the same thing, then
> > you'll be able to study the effects that changes you make have
on
> > final performance.  You'll also be able to study the abo