Setting up Ogre Profiling?

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
Drew_Benton
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Joined: Sun Apr 03, 2005 6:58 pm

Setting up Ogre Profiling?

Post by Drew_Benton »

Ok I was wondering if anyone had suggestions on the best way to go about profiling different aspects of Ogre apps. I really am in need to have hard data showing that X works better than Y so I can write some stuff about it. I don't mean profile in the sense of Ogre's functions compared to other 3rd party functions, but I mean withen and Ogre app, using the different settings for this or that.

So for example: I load a level using the generic scene manager that uses the default rendering plugin. I have a specified amount of actions that will be done. I then record mostly FPS and triangles counted and stuff to a log. Then I do the same thing again, but with, let's say the dotSceneOctree. I'd like to have all my data to show the difference.

Now what I am looking for suggestions for is not how to profile and record and do that stuff, I can do all that. What I need help on is how I should go about setting up different configrations for the projects to run.

Right now, the way I see it, I can utilize a data driven aproach so I can modify one file that loads the engine up and tell it to run this test or that. For that I guess I would have to make seperate .CFG files for the plugins at minimal. Another test would be the difference from using trimesh for an entire level compared to me making all boxes for the objects (XODE). Now that I guess will require some more hard coding in.

Is that all I should do though? Does anyone have any comments or suggestions? Thanks for any help provided! I *think* I know what I need to do, I'd just like to see whatever one else has to offer :wink:
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DWORD
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Re: Setting up Ogre Profiling?

Post by DWORD »

Drew_Benton wrote:I *think* I know what I need to do(...)
Sounds like you do. :)

You probably already know, but there's also the built in Ogre profiler. It's not what you ask for, I know, but maybe it can be helpful.
Drew_Benton
Halfling
Posts: 95
Joined: Sun Apr 03, 2005 6:58 pm

Post by Drew_Benton »

:D Ok cool thanks, if anyone else has any ideas I'm still open.

I did my first test between using TriMesh and using simple geometry for a simple level that had 5 boxes (1 floor, 4 walls) and the results were 'WOW'.

XODE
Average FPS: 599.315

TRIMESH
Average FPS: 336.741

So I'm definitly still working with the Xode data and stuff trying to make it as easy to use as trimesh is. If I get anything else data wise, I'll be sure to share :)