Can a fix be submitted and merged upstream it if makes the graphs easier to review?
It's already fixed, just not in all versions. If someone wants to pick that to our osg fork (is it not fixed there?), please do.
Bitter Coast (with patch / without patch)
Ascadian Isles (with patch / without patch)
Now, that scene gets a boost that's more like it:
Draw 6 vs 12.1
GPU 4.14 vs 9.94
So more than twice as fast?
But even a more modern tree such as Skyrim's ubiquitous treepineforest01.nif still makes use of 4 textures (branch, bark and their _n variants).
Ok, but you can't compare just the number of textures:
Code: Select all
bind bark.dds
bind bark_n.dds
draw mesh
bind branch.dds
bind branch_n.dds
draw mesh
vs.
Code: Select all
bind 1.dds
draw mesh
bind 2.dds
draw mesh
bind 3.dds
draw mesh
bind 4.dds
draw mesh
Guess which one is slower.
But I think the mod author did as well as they could without redoing the whole model. Good job !
Sorry, you're right, I had the framerate limiter set to 255. I thought it wouldn't affect the results since it didn't come near that in my tests. Is that not the case?
The framelimiting can do weird things because they put the CPU to sleep and CPUs don't like to wake up at a precise time, they like to switch to another thread and get back when they're finished. In my experience this makes the actual FPS you get a little bit lower than the limit you set.
Anyway, if your limit was 255 and the fps was 129, the framelimiter could hardly be active. But still, there seems to be some strange idle time in between the draw phases on that one picture.