[Important] Ogre Performance Issues

What it says on the tin: a place to discuss proposed new features.
Post Reply
User avatar
n9ine
Halfling
Posts: 55
Joined: Mon Aug 25, 2008 4:24 pm

[Important] Ogre Performance Issues

Post by n9ine » Fri Jan 28, 2011 10:43 am

Hi all;

I am experiencing Ogre3d as a render engine for large data meshes.
My meshes can contain thousands of SubMeshes.(1)
One Mesh can be rendered thousands of times with different transformations.(2)

I have performance problems:
(1) applying any operation on a mesh (entity) takes too long time. For exemple Entity::SetMaterialName can take about 1s which is very long for my needs.
(2) I have memory problem.

What kind of solution is possible with those two cases?
How Ogre3d deals with problem (2), do paging can give me better results?
Why Ogre3d has problem with meshes that contain large number of submeshses. For exemple,mesh data subdivised onto a number (thousands) of submeshes and the same data put into one single submesh are different when applying any operation on mesh or on entity.
0 x

User avatar
so0os
Bugbear
Posts: 833
Joined: Thu Apr 15, 2010 7:42 am
Location: Poznan, Poland

Re: [Important] Ogre Performance Issues

Post by so0os » Fri Jan 28, 2011 10:45 am

I think you should look into this thread: http://www.ogre3d.org/forums/viewtopic. ... 63#p416963

EDIT: oh, you changed it :P
0 x
Sos Sosowski :)
http://www.sos.gd

User avatar
n9ine
Halfling
Posts: 55
Joined: Mon Aug 25, 2008 4:24 pm

Re: [Important] Ogre Performance Issues

Post by n9ine » Fri Jan 28, 2011 11:30 am

so0os wrote:I think you should look into this thread: http://www.ogre3d.org/forums/viewtopic. ... 63#p416963

EDIT: oh, you changed it :P
:(
0 x

User avatar
madmarx
OGRE Expert User
OGRE Expert User
Posts: 1669
Joined: Mon Jan 21, 2008 10:26 pm

Re: [Important] Ogre Performance Issues

Post by madmarx » Fri Jan 28, 2011 1:53 pm

Why Ogre3d has problem with meshes that contain large number of submeshses. For exemple,mesh data subdivised onto a number (thousands) of submeshes and the same data put into one single submesh are different when applying any operation on mesh or on entity.
If you mean :
1 entity with N submeshes is slower than N entities with 1 submesh : this is suprising.
1 entity with N submeshes is slowser than 1 entity with 1 submesh : this is completely normal, and depends on the performance of you system. This is due to the batch count. You can search the forum there are plenty of thread about this.
How Ogre3d deals with problem (2), do paging can give me better results?
you mean not enough memory? This is often pretty scene dependent. If the paging does not load everything in memory, then it could give you better results.

Best,

Pierre
0 x
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0

Post Reply