Hi,
as you suggested, I tried to use multiple geometries instead of a single huge
geometry.
I had best results using 50k to 150k triangles for each geometry.
In my test files I notices a good frame rate improvement (around 2x to 3x)
Thank you for the hint.
Ale
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HI Ale,
On 23 February 2017 at 12:16, Ale Maro wrote:
> I think it is correct not to use indexed sets to have good performances.
I don't understand what you mean by "indexed sets".
With the OSG/OpenGL you can use osg::DrawArrays/glDrawArrays and
osg::DrawElements*/glDrawElements to define what
Hi all,
my graphic card have 2GB of dedicated RAM and 6GB of shared RAM
I tried to reduce number of triangles (to use LODs) using osgUtil::Simplifier
but geometries are too big.
I think it is correct not to use indexed sets to have good performances.
I already use VBOs... but I use one single g
On 23 February 2017 at 10:07, Ale Maro wrote:
> Attached is a screenshot of OSG stats on a sample scene with 5 instances of
> an object (camera#1 is a secondary camera, not important).
> The scene have about 109M vertices (~22M x 5 instances) and 36M triangles
> (~7M x 5 instances) at 4FPS on an
Am 23.02.2017 um 11:07 schrieb Ale Maro:
Hi all,
thanks for the hints and sorry for the late reply.
Attached is a screenshot of OSG stats on a sample scene with 5 instances of an
object (camera#1 is a secondary camera, not important).
The scene have about 109M vertices (~22M x 5 instances) a
Hi all,
thanks for the hints and sorry for the late reply.
Attached is a screenshot of OSG stats on a sample scene with 5 instances of an
object (camera#1 is a secondary camera, not important).
The scene have about 109M vertices (~22M x 5 instances) and 36M triangles (~7M
x 5 instances) at 4FPS
Hi Ale
If I read you correctly,you're said to be gpu bound because of the huge amount
of vertices to process.
You're also saying you're working with CAD representation (which AFAIK have
parametric representation(shape) )
I think the good approach is to keep your geometry parametric (shape) and
Hi Ale
If I read you correctly,you're said to be gpu bound because of the huge amount
of vertices to process.
You're also saying you're working with CAD representation (which AFAIK have
parametric representation(shape) )
I think the good approach is to keep your geometry parametric (shape) and
Hi Ale,
Without knowing more details about the specifics about the data
structure, the bottlenecks you are seeing etc. one can't provide exact
steps of what to do to improve performance.
The general approach to performance improvement is to first benchmark
your application to see where the bigges
Hi Alex,
I'm doing simulations of textile structures and work with yarn objects being
deformed according to Bentsen stretches etc.
The number of triangles is also extreme. I have a COUPLE bound version doing
the geometries by CPU threads and a second version working with geometry
shades. Both ve
Hi,
I posted some question about OSG performance in the past and now I would like
to definitively improve visualization performance of my application.
I want to say that now I already have very good performances with OSG but now I
need to start thinking how to manage also some "extreme" scenes.
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