<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Performance_Tips</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>Recent changes to Performance_Tips</description><atom:link href="https://sourceforge.net/p/openantz/wiki/Performance_Tips/feed" rel="self"/><language>en</language><lastBuildDate>Wed, 18 Jul 2012 05:06:52 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/openantz/wiki/Performance_Tips/feed" rel="self" type="application/rss+xml"/><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v10
+++ v11
@@ -8,9 +8,9 @@
 
 -----
 Performance Tips:
-Obviously, the easiest way to work with big datasets is to use the fastest hardware. ANTz is mostly GPU bound, followed by CPU and IO. The load balance also depends on the visual content parameters.
+Practical dataset size is dependent on the combination of visual parameters chosen and system hardware. ANTz is mostly GPU bound, followed by CPU and IO. The load balance is effected by parameters such as data streaming, texture mapping and geometric complexity.
 
-Data Content:
+Content:
 The largest factor in frames per second (FPS) performance is the number of nodes in the scene. However, not all nodes are created equal and resources may be either CPU and/or GPU bound.
 
 GPU Data Resources - Node parameters and scene composition substantially effect performance. Also, the type of GPU greatly effects speed. Typically GPU RAM is not a problem, but does restrict the total number of textures. Considerations for GPU related performance:
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Wed, 18 Jul 2012 05:06:52 -0000</pubDate><guid>https://sourceforge.net4328b557733c5b7d537d4f96ad99c5624d082178</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v9
+++ v10
@@ -48,16 +48,18 @@
 ---
 InfiniteZ [zSpace] specific
 
-Dev System: 3.4GHz i7, 12GB 3X4GB, nVidia Quadro 4000.
+Dev System: 
+- 3.4GHz i7, 12GB 3X4GB, nVidia Quadro 4000
+- zSpace 24" 120Hz Stereo 3D, VR head and stylus tracking (ZSP-01-00-24)
 
-In general expect about 1/3 the performance in VR mode as in comparison to regular non-Stereo 3D mode.
+In general expect about 1/3 the performance in VR mode as in comparison to regular non-Stereo 3D mode. The scene is rendered in Stereo 3D, this requires twice as much ANTz rendering time.
 
-This is due to two factors: 
+The IZ uses about a 1/3 of GPU for the head and stylus visual tracking algorithm. Note that jitter in the IZ effects GPU resources, (variability in resources per cycle effects timing.) This can cause visual hiccups when not running at 120HZ with each eye getting 60FPS.
 
-One, the IZ requires roughly 1/3 of the system resources to operate head tracking and the stylus. Note that that there is jitter in the IZ use of GPU resources, (variability in resources consumed per cycle.) This can cause visual hiccups when not maintaining 120HZ or 60FPS per eye.
-
-Two, the scene is rendered in Stereo 3D, this requires twice as much ANTz rendering time.
-
-So ANTz requires twice as much render time and the IZ needs about a third of the GPU resources. In example, if the ANTz system runs with 9,000 nodes in non-Stereo 3D at 30FPS, then it will render 3,000 nodes at 30FPS in VR mode.
+So ANTz requires twice as much render time and the IZ needs about a third of the GPU resources. If the ANTz system runs with 9,000 nodes in non-Stereo 3D at 30FPS, then it will render 3,000 nodes at 30FPS in VR mode.
 
 Normally we recommend turning on Anti-Aliasing (4X) using the video card control panel settings, (also check 'Override Software Settings'.) This greatly improves the user experience and helps reduce vertigo/fatigue. However, be aware this can cause a bug with picking objects. See [Ticket 49](https://sourceforge.net/p/openantz/tickets/49/).
+
+IZ SDK 2.6.1
+- increases the tracking volume, especially off-angle and distant viewing.
+- auto left-right synch fixed, (should no longer need to manually swap eyes.)
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Wed, 18 Jul 2012 01:58:59 -0000</pubDate><guid>https://sourceforge.neta4ab23300f4854b30c580bd334334b3b92dd8210</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v8
+++ v9
@@ -37,25 +37,27 @@
 
 *Developers can get a couple of Quadro cards a year from nVidia at a significant discount.
 
-IO - Most importantly is that the GPU is in a true PCIe 16X gen 3 slot. Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB.  Recommended manufactures include [ASUS](http://asus.com/), [SuperMicro](http://supermicro.com/), [TYAN](http://asus.com/) and HP(http://hp.com/).
+IO - Most importantly is that the GPU is in a true PCIe 16X gen 3 slot. Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB.  Recommended MB manufactures include [ASUS](http://asus.com/), [SuperMicro](http://supermicro.com/), [TYAN](http://tyan.com/) and [HP](http://hp.com/).
 
-CPU - Currently ANTz is mostly a single thread bound app, which means that extra cores only slow you down. Clock rate is what counts, higher GHz equal more objects! In terms of CPU types, we develop with Intel and hence it is expected to be more stable. However, AMD is very good and dollar per dollar will be much faster. Note that AMD chips run faster at lower clock rates then Intel. So don't compare AMD and Intel clock rates but rather rely on gaming benchmarks from places such as [tom's hardware](http://www.tomshardware.com/).
+CPU - Currently ANTz does NOT significantly benefit from multiple cores. Clock rate is what counts, higher GHz equals more objects! In terms of CPU types, we typically test on Intel chips and hence they are expected to be more stable. However, AMD is good and dollar per dollar is often faster. Note that AMD chips run faster at lower clock rates then Intel. To compare AMD and Intel chips use gaming benchmarks from places such as [tom's hardware](http://www.tomshardware.com/).
 
-RAM - You want the RAM to match the full performance of the CPU. In general, any extra RAM does NOT help or hurt. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rate the CPU requires a minimum number of memory modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate.
+RAM - You want the RAM to match the full performance of the CPU. In general, extra RAM consumes more power and heat, but does NOT help nor hurt performance. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rate the CPU requires a minimum number of RAM modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) with dual Xeon CPUs requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate.
 
-Cooling &amp; Power - ANTz tends to burn through all resources and this heats up things a lot. Very important to make sure you have an adequate power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU and RAM and GPU config you may need 900W or more...
+Cooling &amp; Power - ANTz tends to burn through all resources and this heats things up a lot. Important to make sure you have a good power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU, RAM and GPU config you may need 1000W or more.
 
 ---
 InfiniteZ [zSpace] specific
 
-In general expect about 1/3 the performance in VR mode as in comparison to regular non-Stereo 3D mode, (this is based on a mid-level system using an i7 with Quadro 4000)
+Dev System: 3.4GHz i7, 12GB 3X4GB, nVidia Quadro 4000.
+
+In general expect about 1/3 the performance in VR mode as in comparison to regular non-Stereo 3D mode.
 
 This is due to two factors: 
 
-One, the IZ requires roughly 1/3 of the system resources to operate head tracking and the stylus. There is also quite a bit of IZ resource jitter (variability in resources consumed per cycle,) that will cause visual hiccups.
+One, the IZ requires roughly 1/3 of the system resources to operate head tracking and the stylus. Note that that there is jitter in the IZ use of GPU resources, (variability in resources consumed per cycle.) This can cause visual hiccups when not maintaining 120HZ or 60FPS per eye.
 
 Two, the scene is rendered in Stereo 3D, this requires twice as much ANTz rendering time.
 
-So basically ANTz requires twice as much render time and IZ uses up a third of the available render resources. This means that if the ANTz system runs a dataset at 30FPS with 9,000 nodes in regular non-VR mode, then it will be able to do about 3,000 at 30FPS in IZ mode.
+So ANTz requires twice as much render time and the IZ needs about a third of the GPU resources. In example, if the ANTz system runs with 9,000 nodes in non-Stereo 3D at 30FPS, then it will render 3,000 nodes at 30FPS in VR mode.
 
-Normally we recommend turning on Anti-Aliasing (4X) in the video card settings, (you also need to choose 'Override Software Settings'.) This greatly improves the user experience and helps reduce vertigo/fatigue. However, be aware this can cause a bug with picking objects. See [Ticket 49](https://sourceforge.net/p/openantz/tickets/49/).
+Normally we recommend turning on Anti-Aliasing (4X) using the video card control panel settings, (also check 'Override Software Settings'.) This greatly improves the user experience and helps reduce vertigo/fatigue. However, be aware this can cause a bug with picking objects. See [Ticket 49](https://sourceforge.net/p/openantz/tickets/49/).
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Wed, 18 Jul 2012 01:03:42 -0000</pubDate><guid>https://sourceforge.netcf4e934919f8600a7826b70623b7a280f3ae8d23</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v7
+++ v8
@@ -8,12 +8,10 @@
 
 -----
 Performance Tips:
-Obviously, the easiest way to work with big datasets is to use faster hardware. ANTz is both CPU and GPU bound, but depends on visual content parameters.
+Obviously, the easiest way to work with big datasets is to use the fastest hardware. ANTz is mostly GPU bound, followed by CPU and IO. The load balance also depends on the visual content parameters.
 
 Data Content:
 The largest factor in frames per second (FPS) performance is the number of nodes in the scene. However, not all nodes are created equal and resources may be either CPU and/or GPU bound.
-
-CPU Data Resources - At the CPU level nodes are pretty much all the same and data parameters do not significantly effect CPU usage. So it is only the total number of nodes that makes a difference.
 
 GPU Data Resources - Node parameters and scene composition substantially effect performance. Also, the type of GPU greatly effects speed. Typically GPU RAM is not a problem, but does restrict the total number of textures. Considerations for GPU related performance:
 
@@ -24,27 +22,28 @@
 - Completely filling the screen is more intensive than a sparsely populated scene.
 - Turning Transparency OFF will usually speed things up.
 
-On most mid-grade to high-end graphics cards the 'Fill Rate' is significantly high enough that resolution (up to HD,) does not effect frame rate very much. However, on low-end integrated graphics chips (not actually GPUs,) the resolution IS a significant factor. In general, textures are more resolution intensive then plain color geometry. Geometry (polygon count) is typically NOT very resolution dependent, but rather the total amount of screen space filled. 
+On most mid-grade to high-end graphics cards the 'Fill Rate' is significantly high enough that resolution (up to HD,) does not effect frame rate very much. However, on low-end integrated graphics chips (not actually GPUs,) the resolution IS a significant factor. In general, textures are more resolution intensive then plain color geometry. Geometry (polygon count) is typically NOT very resolution dependent, but rather the total amount of screen space filled.
+
+CPU Data Resources - At the CPU level nodes are pretty much all the same and data parameters do not significantly effect CPU usage. So it is only the total number of nodes that makes a difference.
+
+IO Resources - All nodes are piped from the main RAM through the CPU to the GPU every frame. CPU clock rate, memory config and the PCIe chipset are all important. Streaming network data [IO_Channels] over UDP and file IO can also use considerable internal and external bandwidth.
 
 -----
 Hardware
 
-CPU - Currently ANTz is mostly a single thread bound app, which means that extra cores only slow you down. Clock rate is what counts, higher GHz equal more objects! In terms of CPU types, we develop with Intel and hence it is expected to be more stable. However, AMD is very good and dollar per dollar will be much faster. Note that AMD chips run faster at lower clock rates then Intel. So don't compare AMD and Intel clock rates but rather rely on gaming benchmarks from places such as [tom's hardware](http://www.tomshardware.com/).
+GPU - Generally the GPU is more important then the CPU. GPU chip model and clock rate are the primary factors. GPU memory only effects the total number of textures that can be loaded and does not speed things up. For the best cost performance use gaming cards from either AMD ATI Radeon series or nVidia GeForce cards. Stereoscopic 3D with OpenGL is supported only with [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series.
 
-GPU - Generally the GPU is more important then the CPU. GPU chip model and clock rate are the primary factors. GPU memory only effects the total number of textures that can be loaded and does not speed things up. For the best cost performance use gaming cards from either AMD ATI Radeon series or nVidia GeForce cards. Stereoscopic 3D with OpenGL is supported only with [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series.
+*Stereo 3D with OpenGL is only supported using [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series cards. Do not get confused with consumer-grade 3D claims based on proprietary DirectX technology. ANTz uses OpenGL! You can get a laptop with a mobile FirePro or Quadro GPU from HP, also see [Quadro NVS](http://www.nvidia.com/object/quadro_nvs_notebook.html) for details.
 
 *Developers can get a couple of Quadro cards a year from nVidia at a significant discount.
 
-IO - Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB. Most importantly is that the GPU is in a true PCIe 16X gen 3 slot, (do not get confused with mechanical x16 slots which may in fact be by 8x electrical or less.)
+IO - Most importantly is that the GPU is in a true PCIe 16X gen 3 slot. Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB.  Recommended manufactures include [ASUS](http://asus.com/), [SuperMicro](http://supermicro.com/), [TYAN](http://asus.com/) and HP(http://hp.com/).
+
+CPU - Currently ANTz is mostly a single thread bound app, which means that extra cores only slow you down. Clock rate is what counts, higher GHz equal more objects! In terms of CPU types, we develop with Intel and hence it is expected to be more stable. However, AMD is very good and dollar per dollar will be much faster. Note that AMD chips run faster at lower clock rates then Intel. So don't compare AMD and Intel clock rates but rather rely on gaming benchmarks from places such as [tom's hardware](http://www.tomshardware.com/).
 
 RAM - You want the RAM to match the full performance of the CPU. In general, any extra RAM does NOT help or hurt. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rate the CPU requires a minimum number of memory modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate.
 
-Cooing &amp; Power - ANTz tends to burn through all resources and this heats up things a lot. Very important to make sure you have an adequate power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU and RAM and GPU config you may need 900W or more...
-
-*Stereo 3D with OpenGL is only supported using [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series cards. Do not get confused with consumer-grade 3D claims based on proprietary DirectX technology. ANTz uses OpenGL! You can get a laptop with a mobile FirePro or Quadro GPU from HP, also see [Quadro NVS](http://www.nvidia.com/object/quadro_nvs_notebook.html) for details.
-
-
-In general we recommend [ASUS] or for maximum PCIe IO use [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm)
+Cooling &amp; Power - ANTz tends to burn through all resources and this heats up things a lot. Very important to make sure you have an adequate power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU and RAM and GPU config you may need 900W or more...
 
 ---
 InfiniteZ [zSpace] specific
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Wed, 18 Jul 2012 00:22:19 -0000</pubDate><guid>https://sourceforge.net3ac9dfb7491feeb2475c38d387cadf31eed8ea3a</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v6
+++ v7
@@ -37,7 +37,7 @@
 
 IO - Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB. Most importantly is that the GPU is in a true PCIe 16X gen 3 slot, (do not get confused with mechanical x16 slots which may in fact be by 8x electrical or less.)
 
-RAM - You want the RAM to match the full performance of the CPU. In general, any extra RAM does NOT help or hurt. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rate the CPU requires a minimum number of memory modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate. It can help to run RAM at higher clock rates, but this is tricky business, for more info see [tom's hardware](http://www.tomshardware.com/).
+RAM - You want the RAM to match the full performance of the CPU. In general, any extra RAM does NOT help or hurt. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rate the CPU requires a minimum number of memory modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate.
 
 Cooing &amp; Power - ANTz tends to burn through all resources and this heats up things a lot. Very important to make sure you have an adequate power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU and RAM and GPU config you may need 900W or more...
 
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Tue, 17 Jul 2012 23:55:25 -0000</pubDate><guid>https://sourceforge.net462a82d14c2f1359a938859f4bd4dd9cf3282eeb</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v5
+++ v6
@@ -3,6 +3,8 @@
 ANTz - &lt;em&gt;minimize latency, while maximizing bandwidth and processing power.&lt;/em&gt;
 
 Also see [Performance] for general performance information and benchmarks.
+
+last updated 2012-07-17
 
 -----
 Performance Tips:
@@ -25,23 +27,27 @@
 On most mid-grade to high-end graphics cards the 'Fill Rate' is significantly high enough that resolution (up to HD,) does not effect frame rate very much. However, on low-end integrated graphics chips (not actually GPUs,) the resolution IS a significant factor. In general, textures are more resolution intensive then plain color geometry. Geometry (polygon count) is typically NOT very resolution dependent, but rather the total amount of screen space filled. 
 
 -----
-Hardware:
-
+Hardware
 
 CPU - Currently ANTz is mostly a single thread bound app, which means that extra cores only slow you down. Clock rate is what counts, higher GHz equal more objects! In terms of CPU types, we develop with Intel and hence it is expected to be more stable. However, AMD is very good and dollar per dollar will be much faster. Note that AMD chips run faster at lower clock rates then Intel. So don't compare AMD and Intel clock rates but rather rely on gaming benchmarks from places such as [tom's hardware](http://www.tomshardware.com/).
 
-GPU - Generally the GPU is more important then the CPU. GPU chip model and clock rate are the primary factors. GPU memory only effects the total number of textures that can be loaded and does not speed things up. For the best cost performance use mid-level ($300-$500) AMD ATI Radeon cards. For higher performance use the [ATI FirePro](http://www.amd.com/firepro) series ($700+). For the greatest reliability and performance use the [nVidia Quadro 6000](http://www.nvidia.com/object/workstation-solutions.html). Note that developers can get a few Quadro cards a year from nVidia for roughly half the price, (about $1500 instead of $3k+). Only the professional cards from AMD (ATI FirePro series) and nVidia (Quadro Series) support *Stereoscopic 3D with OpenGL.
+GPU - Generally the GPU is more important then the CPU. GPU chip model and clock rate are the primary factors. GPU memory only effects the total number of textures that can be loaded and does not speed things up. For the best cost performance use gaming cards from either AMD ATI Radeon series or nVidia GeForce cards. Stereoscopic 3D with OpenGL is supported only with [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series.
 
-IO - Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB. Most importantly is that the GPU is in a true PCIe 16X gen 2 slot, (do not get confused with mechanical x16 slots which may in fact be by 8x electrical or even less.) In general we recommend [ASUS] or for maximum PCIe IO use [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm)
+*Developers can get a couple of Quadro cards a year from nVidia at a significant discount.
 
-RAM - In general more RAM does NOT help. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rates the CPU requires a minimum number of memory modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate. It can help to run RAM at higher clock rates, but this is tricky business, for details see [tom's hardware](http://www.tomshardware.com/).
+IO - Motherboards are probably the most over-looked aspect of a systems performance. ANTz uses significant bus and memory resources and benefits from a good MB. Most importantly is that the GPU is in a true PCIe 16X gen 3 slot, (do not get confused with mechanical x16 slots which may in fact be by 8x electrical or less.)
 
-Cooing &amp; Power - ANTz tends to burn through all resources and this heats up things a lot. Very important to make sure you have an adequate power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU and RAM config you may need 900W or more...
+RAM - You want the RAM to match the full performance of the CPU. In general, any extra RAM does NOT help or hurt. ANTz uses surprisingly little RAM. However, for multi-core systems to run at full clock rate the CPU requires a minimum number of memory modules. For example the [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm) requires a minimum of 12 sticks of DD3 RAM to operate at full clock rate. It can help to run RAM at higher clock rates, but this is tricky business, for more info see [tom's hardware](http://www.tomshardware.com/).
 
-*Stereo 3D with OpenGL is only supported using [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series cards. Do not get confused with consumer-grade 3D claims based on proprietary DirectX technology. ANTz uses OpenGL! You can get a laptop with a FirePro GPU from HP (EliteBook 8760w), or for an nVidia alternative see [Quadro NVS](http://www.nvidia.com/object/quadro_nvs_notebook.html) for details.
+Cooing &amp; Power - ANTz tends to burn through all resources and this heats up things a lot. Very important to make sure you have an adequate power supply and extra cooling. This insures the reliability and longevity of your hardware. Note that the high-end GPU cards require at least a 500W power supply but depending on CPU and RAM and GPU config you may need 900W or more...
+
+*Stereo 3D with OpenGL is only supported using [nVidia Quadro](http://www.nvidia.com/object/workstation-solutions.html) or [ATI FirePro](http://www.amd.com/firepro) series cards. Do not get confused with consumer-grade 3D claims based on proprietary DirectX technology. ANTz uses OpenGL! You can get a laptop with a mobile FirePro or Quadro GPU from HP, also see [Quadro NVS](http://www.nvidia.com/object/quadro_nvs_notebook.html) for details.
+
+
+In general we recommend [ASUS] or for maximum PCIe IO use [SuperMicro X8DAH+-F](http://www.supermicro.com/products/motherboard/QPI/5500/X8DAH_-F.cfm)
 
 ---
-IZ [zSpace] specific
+InfiniteZ [zSpace] specific
 
 In general expect about 1/3 the performance in VR mode as in comparison to regular non-Stereo 3D mode, (this is based on a mid-level system using an i7 with Quadro 4000)
 
@@ -51,6 +57,6 @@
 
 Two, the scene is rendered in Stereo 3D, this requires twice as much ANTz rendering time.
 
-So basically ANTz requires twice as much render time and IZ uses up a third of the available render resources. This means that if the ANTz system runs a dataset at 30FPS with 45,000 nodes in regular non-VR mode, then it will be able to do about 15,000 at 30FPS in IZ mode.
+So basically ANTz requires twice as much render time and IZ uses up a third of the available render resources. This means that if the ANTz system runs a dataset at 30FPS with 9,000 nodes in regular non-VR mode, then it will be able to do about 3,000 at 30FPS in IZ mode.
 
 Normally we recommend turning on Anti-Aliasing (4X) in the video card settings, (you also need to choose 'Override Software Settings'.) This greatly improves the user experience and helps reduce vertigo/fatigue. However, be aware this can cause a bug with picking objects. See [Ticket 49](https://sourceforge.net/p/openantz/tickets/49/).
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Tue, 17 Jul 2012 22:58:57 -0000</pubDate><guid>https://sourceforge.net02cab46687f81b26e611d94a4c296c6457b60d07</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v4 
+++ v5 
@@ -52,3 +52,5 @@
 Two, the scene is rendered in Stereo 3D, this requires twice as much ANTz rendering time.
 
 So basically ANTz requires twice as much render time and IZ uses up a third of the available render resources. This means that if the ANTz system runs a dataset at 30FPS with 45,000 nodes in regular non-VR mode, then it will be able to do about 15,000 at 30FPS in IZ mode.
+
+Normally we recommend turning on Anti-Aliasing (4X) in the video card settings, (you also need to choose 'Override Software Settings'.) This greatly improves the user experience and helps reduce vertigo/fatigue. However, be aware this can cause a bug with picking objects. See [Ticket 49](https://sourceforge.net/p/openantz/tickets/49/).
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Mon, 23 Apr 2012 08:11:16 -0000</pubDate><guid>https://sourceforge.neta6537a35400c4c8a666df8673813b1cf4f11a2fa</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v3 
+++ v4 
@@ -47,7 +47,7 @@
 
 This is due to two factors: 
 
-One, the IZ requires about 1/3 of the system resources to operate head tracking and the stylus. There is also quite a bit of IZ resource jitter (variability in resources consumed per cycle,) that will cause visual hiccups.
+One, the IZ requires roughly 1/3 of the system resources to operate head tracking and the stylus. There is also quite a bit of IZ resource jitter (variability in resources consumed per cycle,) that will cause visual hiccups.
 
 Two, the scene is rendered in Stereo 3D, this requires twice as much ANTz rendering time.
 
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Sat, 21 Apr 2012 23:33:18 -0000</pubDate><guid>https://sourceforge.net2c2209363d04e143c7c4de0f556116f5bbd2c2bb</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v2 
+++ v3 
@@ -43,7 +43,7 @@
 ---
 IZ [zSpace] specific
 
-In general expect 1/3 the performance in VR mode as opposed to regular non-Stereo 3D mode, (mid-level system, i7 with Quadro 4000)
+In general expect about 1/3 the performance in VR mode as in comparison to regular non-Stereo 3D mode, (this is based on a mid-level system using an i7 with Quadro 4000)
 
 This is due to two factors: 
 
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Sat, 21 Apr 2012 23:32:30 -0000</pubDate><guid>https://sourceforge.net9c1b7d0ffb72e7f5f0f6edd645ffe061eea2572b</guid></item><item><title>WikiPage Performance_Tips modified by Shane Saxon</title><link>https://sourceforge.net/p/openantz/wiki/Performance_Tips/</link><description>&lt;pre&gt;--- v1 
+++ v2 
@@ -17,11 +17,12 @@
 
 - Texture mapped objects require about 50% more resources.
 - Wireframes require about 50-100% more resources, (i know this seems backwards.)
-- Pins, Spheres and Toroid geometry are about 100-200% that of other objects.
+- Pins, Spheres and Toroid geometry require 100-200% more time then other objects.
 - Displaying Text Tags takes a huge amount of resources, (will get better.)
 - Completely filling the screen is more intensive than a sparsely populated scene.
+- Turning Transparency OFF will usually speed things up.
 
-On most mid-grade to high-end graphics cards the 'fill rate' is significantly high enough that resolution (up to HD,) does not effect frame rate very much. However, on low-end integrated graphics chips (not actually GPUs,) the resolution IS a significant factor.
+On most mid-grade to high-end graphics cards the 'Fill Rate' is significantly high enough that resolution (up to HD,) does not effect frame rate very much. However, on low-end integrated graphics chips (not actually GPUs,) the resolution IS a significant factor. In general, textures are more resolution intensive then plain color geometry. Geometry (polygon count) is typically NOT very resolution dependent, but rather the total amount of screen space filled. 
 
 -----
 Hardware:
&lt;/pre&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Shane Saxon</dc:creator><pubDate>Sat, 21 Apr 2012 23:26:26 -0000</pubDate><guid>https://sourceforge.netfbab9051884128d8bbd36ae9bca029c4a8e502d3</guid></item></channel></rss>