On Thu, Nov 13, 2008 at 1:26 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in
On Thu, Nov 13, 2008 at 1:26 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Well, we have different projects at opposite ends of the
performance/hardware continuum. But for the hyper-framerates we use
lots of low-power-dissipating GPUs. Some (but not all) projects are
described on
Hi all -- When someone posts with a high framerate requirement, all too
often we reply as if the poster is some newbie who just read his first Quake
II perf spec. While it's possible that the poster only has one monitor and
one window, and is just a little simple-minded, it's more likely that the
As noted in past posts, I am working on porting my native GL app to
OSG... But before I get to far down this path, I thought it would be a
good idea to ask some questions concerning performance. I have noticed
in past postings that OSG can handle thousands of objects, millions of
polys and
Hi Ed,
Am I expecting too much from OSG?
Without knowing more about what exactly you wish to render at more than
1000Hz, it's hard to give a definitive answer. I will just say that if
it's possible in raw OpenGL, it's possible with OSG. Depending on your
scene, you should even get higher
Ok. That's a fair enough answer. I assumed that if I, with my mediocre
skills, could get the results I did, then OSG should be able to beat it,
or at least match it. Also, there is much more I need to do on my app,
and it will be difficult without using something like OSG.
Ed
Hi Ed,
Could you explain why you need 1000 Hz? I don't know of any display
systems that work this fast, 120 Hz is typically the high end in
refresh rates of monitors/projectors.
Robert.
On Thu, Nov 13, 2008 at 4:50 PM, Ed [EMAIL PROTECTED] wrote:
As noted in past posts, I am working on
, but you might be able to record a movie at low
Hz and play it back much much faster.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, November 13, 2008 12:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Performance
I can only say that I am writing an app that will interface with a
system that requires a frame rate in excess of 1000Hz. Not trying to be
difficult, I just can't give any more details for various reasons.
Ed
Robert Osfield wrote:
Hi Ed,
Could you explain why you need 1000 Hz? I don't
:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Performance expectations
Hi Ed,
Could you explain why you need 1000 Hz? I don't know of any display
systems that work this fast, 120 Hz is typically the high end in refresh
rates of monitors/projectors.
Robert.
On Thu, Nov 13, 2008 at 4:50
Hi Ed,
On Thu, Nov 13, 2008 at 5:32 PM, Ed [EMAIL PROTECTED] wrote:
I can only say that I am writing an app that will interface with a system
that requires a frame rate in excess of 1000Hz. Not trying to be difficult,
I just can't give any more details for various reasons.
And later:
Hard
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other than we do throw a lot of
hardware in that direction.
-- mew
--
Mike Weiblen -- Boulder Colorado USA --
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other than we
Hi Ed,
I can only say that I am writing an app that will interface with a
system that requires a frame rate in excess of 1000Hz. Not trying to be
difficult, I just can't give any more details for various reasons.
Ed
If you are using OpenGL for rendering, why do you need to *render* at
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other
It appears that I may have given some mis-information or false
impressions regarding my question about high frame rates with OSG.
To summarize and clarify:
I am not asking for help on how to achieve the very high frame rates,
although, I appreciate that people have seemed to offer help,
Not haptic.
Ed
Jason Daly wrote:
Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is needed to
generate such
framerates? If you cannot talk about specifics, at least a ballpark
idea would
be cool to know.
Sounds like a haptic device to me. Realistic haptics require
Jan,
Do you mean what kind of GPU is need to generate these framerates? Or
what kind of HW is requiring that we produce these frame rates?
Ed
Jan Ciger wrote:
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another
On Thu, 2008-11-13 at 14:42 -0600, Ed wrote:
Not haptic.
Ed
Well, I personally think you're building a virtual super intelligence
singularity, and I would like to be the first to say woot, Linux.
:)
Jason Daly wrote:
Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is
Busted. ;)
Ed
Jeremy Moles wrote:
On Thu, 2008-11-13 at 14:42 -0600, Ed wrote:
Not haptic.
Ed
Well, I personally think you're building a virtual super intelligence
singularity, and I would like to be the first to say woot, Linux.
:)
Jason Daly wrote:
Jan Ciger wrote:
Hi Ed,
Thanks for clarifying, your situation is interesting even though you
can't divulge too much (we always like to know the cool new ways OSG is
being used!)
For example, I need to add a callback to my viewer, or
where-ever it is appropriate, that will be called between the final
render
Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is needed to generate such
framerates? If you cannot talk about specifics, at least a ballpark idea would
be cool to know.
Sounds like a haptic device to me. Realistic haptics require force
computations (and hence,
Not haptic.
Ed
I was more wondering about the HW needed to produce the rendering at such
framerates, not what you are driving with it - I guess you cannot talk about
that part anyway.
Regards,
Jan
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J-S,
I have just read the thread you started on overriding
swapBuffersImplementation() and the last post I saw was written 38
weeks, 5 days, 8 hours and 55 minutes ago (Thanks gmane), at which time,
it appeared that you had not completely and satisfactorily completed the
task. At that
Hi Ed,
I have just read the thread you started on overriding
swapBuffersImplementation() and the last post I saw was written 38
weeks, 5 days, 8 hours and 55 minutes ago (Thanks gmane),
Wow, I'll give you this: you're thorough :-)
at which time,
it appeared that you had not completely
Hi,
I've been experimenting with rendering for hardware consumption as well,
but this was around 200Hz target rate.
If I may ask, what GPU's and drivers are you using? I've fiddled with
Xenomai Linux kernels and binary NVidia driver, but have had mixed
results. The binary driver has some
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