craig.biggs_ Posted October 2, 2013 Posted October 2, 2013 Hi, We're currently running Unigine on a 3 projector setup using 3 WidgetSpriteViewports from 1 Unigine instance. We've got an i7 with 16GB RAM and GTX 680 running a 5760 x 1080 resolution across the 3 projectors. In some benchmarking and testing we've observed that we're getting about 45fps at best with up to 10ms of the total run cycle going on the Present. So it seems from the documentation that we have a GPU bottleneck (if we drop from a 3 frustum setup to a single frustum with equivalent horizontal FOV the present time drops right down and the frame rate becomes more acceptable). We've spent some time optimising our content but it seems that we're probably trying to squeeze blood out of a stone to get our frame rate up to a more acceptable 60 fps. So I was wondering if any of the Unigine devs or anyone else out there running multi-display using AppProjection/WidgetSpriteViewport would have any advice with regards to what we can do to improve this situation from a hardware situation. We'd prefer to avoid running multiple Unigine instances on multiple boxes since this opens whole new can of worms with regards to frame synching etc. Does anyone have any feedback based on their experiences with regards to whether we should be looking at using SLI or perhaps upgrading our card to a 780 or a Titan. To me it seems a bit ambitious running such a resolution out of a single GPU but I was wondering if anyone else had similar experiences. thanks Craig
ulf.schroeter Posted October 2, 2013 Posted October 2, 2013 SLI is known for introducing quite often micro-stuttering problems, so usage of fastest available GPU seems to be the way to go especially if you are targeting 60 fps with such a high resolution. Depending on the increase of scene complexity there will be a point in time when you have to switch to multi-PC render node setup (though you're right thst this has its own challenges when it comes to frame swap synchronisation)
ulf.schroeter Posted October 5, 2013 Posted October 5, 2013 Craig, just as an idea to test the impact of shader complexity it might be worth to reduce UNIGINE shader quality and test FPS results. Sometimes this might make the difference between reaching/missing targeted 60 FPS.
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