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

Paul Speed pspeed at progeeks.com
Thu Jul 3 01:54:22 PDT 2008


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:* rpingry at gmail.com <mailto:rpingry at gmail.com>
>     *To:* OpenSceneGraph Users <mailto:osg-users at 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
>     <robert.osfield at gmail.com <mailto:robert.osfield at gmail.com>> wrote:
> 
>         On Sat, Jun 28, 2008 at 4:35 PM, James Killian
>         <James_Killian at hotmail.com <mailto:James_Killian at hotmail.com>>
>         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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