From: Jake Ingman (jingman++at++gmail.com)
Date: 10/05/2005 14:57:32
I am running a simulation in which several thousand pieces of wheat
are rendered in a large field (say, 40,000).
Each piece is composed of 4 planes (2 pairs at right angles), each of
which has a texture with alpha (all planes share the same texture).
I am running into serious slowdowns when all (or most) of the wheat
is visible in the viewport at one time. My setup is as follows:
* Dell Precision 670
* Dual 3Ghz Xeons w/ Hyperthreading
* 3Gb RAM
* NVIDIA Quadro 4400 (512Mb memory, PCI express)
* Windows XP 64bit edition
* OpenGL Performer 3.1.1 (Demo, because 3.2.1 breaks it)
* VRJuggler 2.0 Beta 2
So, I guess I have a few questions:
* What is the best way to optimize my performer app for this kind of
scene?
* Is XP 64bit killing my performance? Should I install 32bit instead?
* I get an error about pfMultiprocess not being supported - why is that?
* Is there a way to tell what is bottlenecking my app (e.g.
processor, graphics card, etc.).
We do LODing, but it seems there are still just too many pieces of
wheat for it to handle.
Looking at the stats, the DRAW process is most definitely taking the
longest.
Any suggestions at all on how to up the framerate are much appreciated,
Jake
This archive was generated by hypermail 2b29 : Wed Oct 05 2005 - 14:57:57 PDT