RE: [info-performer] Performance of Performer 3.0

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From: Chee Tzuon (CheeTzuon++at++stts.com.sg)
Date: 04/07/2003 20:11:15


Hi pfAll,

Thanks for all for the info.

One more thing, from the man pages and manuals. The node specifying the bounding area of a patchy fog is not explained very clearly. What do i need to have before i can create a patchy fog? In the man pages, when the fognode is loaded with a file, what should this file contain? flt files or texture files?

Thanks
Regards
Jason

-----Original Message-----
From: Radomir Mech [mailto:rmech++at++engr.sgi.com]
Sent: Tuesday, April 08, 2003 12:41 AM
To: Chee Tzuon
Cc: info-performer++at++sgi.com
Subject: Re: [info-performer] Performance of Performer 3.0

Chee Tzuon wrote:
Hi Jason,

>
> Hi,
>
> Thanks to all for the help given for previous problems encountered. The solutions given are very useful.
>
> Currently, I'm running Performer 3.0 for Windows on a Pentium IV- 1GHz.
> 1) When i load performer town_ogl_pfi.pfb, a earthsky model and two esprit.flt (car) model. I still able get 60Hz of frame rate.
> But when i add in the VolFog model, the frame rate drastically drops to only 30Hz cutting down to only half. Is that possible?
> What could be the possible problem of this large cut of the frame rate?
>

>From the pfVolFog man page:
"Expect the draw time to increase because the scene is drawn twice
(three times if both patchy and layered fog are specified). In case of
a patchy fog there may also be several full-screen polygons being
drawn. "

> 2) From the Statistics, the APP=0.2, CULL=0.1, DRAW=8.8, Latency=2.2, it does not add up to the used 33.33ms for a 30Hz frame rate.
> Is there anything else i need to consider?
>

Draw times are measured after the last OpenGL command has been issued.
pfVolFog has this problem because of the full-screen polygons rendered
at the end of each frame. To get better times, set
pfVolFog:setVal(0x0a, 1) to force glFinish() after each frame (yes,
this switch is undocumented).

Radomir


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