TheSHEEEP
Posts: 37
Joined: 13 Sep 2012, 10:52

Re: OGRE Renderer

19 Mar 2013, 14:26

I guess vector UI does come at a price. No big surprise, though. :)
Going from above 2k to ~350 FPS is no big deal. Most advanced stuff (shadows, for example) will do that.

I'd love to have FPS numbers for the more advanced Ogre samples (like the Compositor sample with multiple effects turned on) with Noesis.
That would probably be more representative.
 
karics
Posts: 6
Joined: 11 Mar 2013, 13:28

Re: OGRE Renderer

19 Mar 2013, 15:55

From this number you can calculate the speed.

2K FPS -> rendering time is 0,5 ms
~350 FPS -> ~2,8 ms

So the Time.xaml GUI rendering time is ~2,3 ms. Its not to much, but we need a lot of controls on gui (approximatly 150-200 visible control in same time ) and it can be to much.

If I make more test I will post the result.
 
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jsantos
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Re: OGRE Renderer

20 Mar 2013, 10:44

Hi, some comments about performance:
  • Firstly, current version of NoesisGui haven't yet all the optimizations applied. There are at least two main issues pending. One is problem with batches, many scenarios generate too much batches. This can be improved by deselecting the option "Cache Commands" under settings in XamlPlayer. The other one is related to opacity groups (render to texture). We are working to solve all this.
  • XamlPlayer integrates a version of NoesisGUI that is referred as SDK version that is not as optimal as the runtimes that are distributed in parallel. For PC, there is still not runtime but it will very soon. The runtime is a special version of NoesisGUI packaged to be used in your application and with more optimizations applied than the SDK: no exceptions, no instrumentation. Although if the bottleneck is the GPU this part won't probably affect.
  • The sample you are testing, Time.xaml, is intentionally complex. Activate wireframe rendering in the player to see the triangles. Everything is a vector there. Do not take this sample as a real production xaml because it has been designed to show the potential of our library.
  • On mid and low end machines, the bottleneck is always the MSAA. You should deactivated it and set PPA instead. PPA is still a litlte bit buggy but all the issues will be fixed at the final version.
Besides that, thanks for testing. :)
 
icaro56
Posts: 5
Joined: 01 Apr 2013, 16:32

Re: OGRE Renderer

01 Apr 2013, 19:44

Hi,

the project OgreBindings-master is with dependences missed.

Error 1 error C1083: Cannot open include file: 'boost/preprocessor/debug/error.hpp': No such file or directory C:\OgreSoftwares\OgreBindingsmaster\Dependencies\include\boost\boost\preprocessor\repetition\repeat.hpp 19

The folder debug don't exist. What version this boost inside dependences?
 
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jsantos
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Re: OGRE Renderer

02 Apr 2013, 16:11

Effectively, /Debug/ folder is missing. I have contacted Wolfmanfx to fix this.
 
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jsantos
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Re: OGRE Renderer

02 Apr 2013, 22:21

Issue fixed!
 
icaro56
Posts: 5
Joined: 01 Apr 2013, 16:32

Re: OGRE Renderer

03 Apr 2013, 20:08

Thanks. The previous bug was fixed. But now, there is a error:
Error	2	error C2039: 'SetSurfaceClearMode' : is not a member of 'Noesis::Gui::IRenderer'	C:\OgreSoftwares\OgreBindingsmaster\OgreNsGuiBindings\src\OgreNsGuiBindings.cpp	431

This function don't exist.
 
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jsantos
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Re: OGRE Renderer

04 Apr 2013, 16:53

I fixed it. We are working in a full ogre3d integration, meanwhile the current implementation of these bindings can be improved a lot. If anyone is interested in contributing please contact me.
 
icaro56
Posts: 5
Joined: 01 Apr 2013, 16:32

Re: OGRE Renderer

05 Apr 2013, 15:58

It is works. :D

very cool.

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