Hi Robert,

On Wednesday, 29 June 2022 10:33:43 BST Robert Osfield wrote:
> Hi James,
> 
> For performance improvements with VR applications it may be best to have a
> look at the OpenGL MultiView extension.  These are integrated with the
> MultiView branch of the OSG that is built off the 3.6 branch.

Thanks. Yes, I need to have a proper look at this.

> The MultiView functionality requires use of shaders, but if your scene
> graph is already shader based these could be tweaked to include the extra
> uniforms required for the multiview.  Since most OSG/OpenGL applications
> are CPU limited it's possible to add stereo rendering with very low
> overhead, in the tests I've done with my Geforce 2060 system it's possible
> to do stereo with negligible slow down over normal rendering.
> 
> There also some work I've done on the VSG that could potentially backported
> to the OSG that would improve CPU performance such as the vsg::Allocator
> work.
> 
> These approaches will likely give far better performance improvements that
> trying to be clever about traversals.

Also, I eventually figured out that my flightgear LOD distances were dumb, 
which seemed to be 
the cause of most of the cull traversal time. Resetting those to default did 
improve things a bit 
and I was able to get it playable on a newish PC, but I'm sure there's plenty 
more improvements 
to make.

I think I understand a bit more about the dependencies between frames now too. 
The issue I 
think is that there are quite a few dynamic objects which delay the next frame 
from starting 
until all dynamic objects have been drawn. Probably quite invasive to fix so 
I'll drop that idea for 
now.

I wonder whether VSG takes the same approach to them? I imagine a buffered / 
RCU style 
approach to dynamic draw data would be ideal for parallelism but perhaps its 
not necessary 
since command buffers can be generated in parallel anyway.

Cheers
James

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