Hi, sorry if this is not strictly Equalizer-related, but maybe someone here can help...
In my Equalizer application, I'm seeing very weird performance drops when I use more than one pipe per node (on a multi-GPU machine), e.g.: In a simple one-window config: 520 fps In a one-pipe, 2-window config (where both windows render exactly the same scene): 220 fps (about as expected) The "interesting" case: In a 2-pipe, 2-window config, with exactly the same output as the previous one: 60 fps (here I would expect 500 fps) In particular, it makes almost no difference if both pipes map to the same physical GPU or to two different ones (with device 0 / device 1). With a 2-node config (still on the same one machine) I'm getting > 500 fps again, so only the case with multiple pipes per node is broken. eqPly works fine with the same (2-pipe) config, so the problem should be in my application. However, some profiling shows that in the 2-pipe case, all the gl* calls just take an unreasonable amount of time (regular stuff like glBindTexture, glBindBuffer, glUniformxx etc). Does anybody have any idea what could cause this? Thanks, Marc -- View this message in context: http://software.1713.n2.nabble.com/Weird-performance-drop-with-multi-pipe-configs-tp6052917p6052917.html Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com. _______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

