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Propagated Flags Mismatch

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Optical Photon Marshalling

G4DAEView Performance

Pushing to max-slots 100 bogs down performance

Switching to glDrawElements rather than glMultiDrawArrays avoids crashing and succeeds to animate slowy. Switching off geometry drawing improves performance substantially.

Suspect bottleneck is GPU memory, the lack of it forcing to swap things in/out and killing performance.

Probably insufficient space to hold all in GPU memory at once:

  1. geometry VBO
  2. Chroma geometry
  3. photon VBO