OSG on steroids

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Chris
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Re: OSG on steroids

Post by Chris » 23 Nov 2015, 00:46

scrawl wrote:On topic: Found out that most of the time in osg::computeLocalToWorld and osg::computeWorldToLocal (used a lot in our skinning and particle system code) is spent in dynamic_cast's.
I've read that it's generally bad to use RTTI for performance-minded games. Particularly dynamic_cast because not only does it need to look up the object's real type, it needs to compare it against all possible downcasts to see if the requested type is valid. I don't know how possible it would be to try compiling with -fno-rtti at this juncture, though.

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ap0
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Re: OSG on steroids

Post by ap0 » 23 Nov 2015, 13:59

This means that the Debian version won't get this patch, right?

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psi29a
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Re: OSG on steroids

Post by psi29a » 23 Nov 2015, 14:03

ap0 wrote:This means that the Debian version won't get this patch, right?
Only if we can convince them that the improvements are a good thing. However, they will likely not want to carry patches that aren't planned on going upstream, rejected by upstream or do not have anything to do with the stability of the software on Debian.

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asmo
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Re: OSG on steroids

Post by asmo » 23 Nov 2015, 15:45

Maybe something that has to do with stability can be bundled w/ the other improvements … intrinsically tied of course. ;)
gentoo Linux - rolling release

mym
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Re: OSG on steroids

Post by mym » 24 Nov 2015, 09:24

Hi scrawl,

I compiled your OSG repo (master) following your cmake options and when compiling openmw I get that:
Spoiler: Show

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scrawl
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Re: OSG on steroids

Post by scrawl » 24 Nov 2015, 15:41

Most likely some OpenMW object files didn't get recompiled although they should. Do a clean rebuild (make clean).

Or the OSG header files used don't match the used library files. Open cmake-gui to check if headers and libs were found correctly. Check OpenMW and OSG are both built in release mode. (In RelWithDebInfo and Debug modes, osg library files get a "d" or "rd" suffix which may prevent the cmake script from finding the libs if OpenMW wasn't set to the same build type).

mym
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Re: OSG on steroids

Post by mym » 24 Nov 2015, 16:14

Oops, indeed you were right. A make clean did the thing. Thank you very much.

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scrawl
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Re: OSG on steroids

Post by scrawl » 27 Nov 2015, 03:55

Pushed two more osg commits, one of which has been proposed upstream. More frames \o/

I've started profiling the OpenMW game logic. Two resulting optimization commits are in master and three more as pull requests. In total with all patches applied, Balmora improved from 290 FPS to 310 FPS. I'm happy with that for an evening's work.

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raevol
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Re: OSG on steroids

Post by raevol » 27 Nov 2015, 09:03

Wowow! Great job! Really happy that we are at the point where we can start optimizing, and really glad you're making some headway with it! Thanks for all of your hard work scrawl!

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sandstranger
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Re: OSG on steroids

Post by sandstranger » 27 Nov 2015, 09:21

I will try to build this fork for Android

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