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.
[Important] Ogre Performance Issues
- so0os
- Bugbear
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- x 33
Re: [Important] Ogre Performance Issues
I think you should look into this thread: http://www.ogre3d.org/forums/viewtopic. ... 63#p416963
EDIT: oh, you changed it
EDIT: oh, you changed it
Sos Sosowski
http://www.sos.gd
http://www.sos.gd
- n9ine
- Halfling
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- Joined: Mon Aug 25, 2008 4:24 pm
Re: [Important] Ogre Performance Issues
so0os wrote:I think you should look into this thread: http://www.ogre3d.org/forums/viewtopic. ... 63#p416963
EDIT: oh, you changed it
- madmarx
- OGRE Expert User
- Posts: 1671
- Joined: Mon Jan 21, 2008 10:26 pm
- x 50
Re: [Important] Ogre Performance Issues
If you mean :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.
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.
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.How Ogre3d deals with problem (2), do paging can give me better results?
Best,
Pierre
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0