[osg-users] Using SSE within OSG

Mathias Fröhlich M.Froehlich at science-computing.de
Tue Jul 29 08:14:54 PDT 2008


On Tuesday 29 July 2008 16:59, James Killian wrote:
> Paul asked me the same question a few days ago, and I just realized that we
> took that offline so I'll repost here:
> One of the things I should add is the actual profile dump, since that shows
> a more comprehensive picture.  The actual game demo is free to download and
> play here:
> http://www.fringe-online.com/
> The current installer of the game does not have my optimization in it yet,
> but it should be noted even with the optimization the postmult is still at
> the top.  The Invert4x4() however got pushed way down to the bottom (which
> is great).  I'll post my profiles when I get home.
> ---------------------------------snip--------------------------------------
>- ---
> That is a good question, and I believe the answer is collision detection. 
> I should disable it and run the numbers again to confirm.  All ships fire
> machine guns at a fast rate, and each bullet that gets close enough to a
> bounding box/sphere region has to go through the osg code to get the
> precise point where it hit.  Rick would probably have a better explanation
> of this and other factors since he coded the bulk of the collision
> detection (and osg integration).  Most of my time development in the game
> has been spent on the physics and flight dynamics (and now optimization).
> It may turn out that we could find some caching technique to reduce the
> collision stress (like the KBDtree), but in the mean time, matrix
> optimizations can benefit the whole community if we do them right, and I
> would like to make some contribution to the community.

Ok, you can do here much for the collision detection.
I expect that you should optimize that algorithmically and gain magnitudes 
without sse.

So the question is more if such optimizations will bring performance 
improovements for the usual scenegraph case.



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