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Composite Viewer framerate multiple cameras on large data


 
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nsm4d (Nick Modly)
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Joined: 19 Apr 2013
Posts: 22

PostPosted: Tue Apr 01, 2014 6:05 pm    Post subject:
Composite Viewer framerate multiple cameras on large data
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Hi,

I have a scene graph set up with a large dataset ( A Geocentric Earth from osgEarth). In my composite viewer, I want to have multiple viewpoints (with separate camera manipulators/projection matrices; ie. an Orthographic, perspective, etc) each within a QT widget.

I got this set up the way I wanted it by following the osgViewerQt example, using the CullDrawThreadPerContext threading model, but the framerate is pretty low.

Are there any tricks I can do to improve the performance? Sharing graphics contexts, etc?


Thank you!

Cheers,
Nick
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12215

PostPosted: Wed Apr 02, 2014 9:09 am    Post subject:
Composite Viewer framerate multiple cameras on large data
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HI Nick,

What type of frame rate do you get when running on a single window vs multiple windows?


What do the frame stats suggest for what is the bottleneck?


Sharing context won't help as it'll force you to use single threaded viewer.  There might be other routes though, so as just using one context with mulitple viewports on it so you can still have your multiple views.


Robert.



On 1 April 2014 19:05, Nick Modly < (
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Quote:
Hi,

I have a scene graph set up with a large dataset ( A Geocentric Earth from osgEarth). In my composite viewer, I want to have multiple viewpoints (with separate camera manipulators/projection matrices; ie. an Orthographic, perspective, etc) each within a QT widget.

I got this set up the way I wanted it by following the osgViewerQt example, using the CullDrawThreadPerContext threading model, but the framerate is pretty low.

Are there any tricks I can do to improve the performance? Sharing graphics contexts, etc?


Thank you!

Cheers,
Nick

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nsm4d (Nick Modly)
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Joined: 19 Apr 2013
Posts: 22

PostPosted: Wed Apr 02, 2014 8:07 pm    Post subject:
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Hi,

I pulled the osgviewerQt example code into my project, and built and ran that. 3 out of 4 times, it runs fast (~60 fps), however, sometimes it runs slowly (~7 fps). So I don't think that the problem is my dataset or viewer setup. Attached are the stats when it runs fast vs. slow.

Nothing about my system configuration changed between runs - I ran it once, it was fast, I took the screenshot. I ran it and closed it a few more times, and one of them was slow, I took another screenshot. I ran it again after that, and it was fast. It looks like there is a big gap between the "Draw" and the "GPU" when it is running slow. Driver issue?

Thank you!

Cheers,
Nick

Fast
http://imgur.com/lZQkDIT

Slow
http://imgur.com/ohuka2J
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nsm4d (Nick Modly)
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Joined: 19 Apr 2013
Posts: 22

PostPosted: Thu Apr 03, 2014 3:42 pm    Post subject:
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nsm4d wrote:
Hi,

I pulled the osgviewerQt example code into my project, and built and ran that. 3 out of 4 times, it runs fast (~60 fps), however, sometimes it runs slowly (~7 fps). So I don't think that the problem is my dataset or viewer setup. Attached are the stats when it runs fast vs. slow.

Nothing about my system configuration changed between runs - I ran it once, it was fast, I took the screenshot. I ran it and closed it a few more times, and one of them was slow, I took another screenshot. I ran it again after that, and it was fast. It looks like there is a big gap between the "Draw" and the "GPU" when it is running slow. Driver issue?

Thank you!

Cheers,
Nick

Fast
http://imgur.com/lZQkDIT

Slow
http://imgur.com/ohuka2J


Moderator blocked my post with attached images, so I edited and linked to them instead.
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nsm4d (Nick Modly)
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Joined: 19 Apr 2013
Posts: 22

PostPosted: Tue Apr 08, 2014 5:14 pm    Post subject:
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Hi,

I tracked this down to a driver issue, I think;
I'm running on a laptop with Nvidia Optimus graphics using Ubuntu 12.04, and support for the dual-gpu is a little wonky. I reconfigured my drivers, xorg headers, and bumblebee optimus support, and got everything working happily.

Thank you! Mods can close this thread, I guess.

Cheers,
Nick
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