Hi John,

It sounds like you have gen lock that locks the swap buffers of the
graphics cards, but you don't have a swap ready implemented for your
cluster.  Swap ready is a synchronization prior to the dispatch of the
call to swap buffers, this sync prevents an application from advancing
to the next frame without all the machines/cards having got to a point
where they are all ready to swap.

Robert.

On Mon, Feb 2, 2009 at 4:54 PM, John Aughey <[email protected]> wrote:
> I have a problem with 2 independent view windows getting out of sync in a
> multi-channel system.  Bear with me while I explain the configuration.
>
> My current test system is one machine with 2 nVidia Quadro FX 4600 graphics
> cards.  These cards are genlocked with the GSync2 option card.  Each video
> card renders one half of a video frame which is then combined in the display
> hardware.
>
> My test scene is nothing but a spinning cube with 5 black faces and 1 white
> face.  Each frame the cube is rotated 90 degrees showing 3 frames of black
> and 1 frame of white.  GL is synced to VBLANK with the __GL_SYNC_TO_VBLANK
> environment variable.
>
> The behavior I'm seeing is when the program first starts the top and bottom
> half are in perfect sync.  What is displayed is 3 frames of black and 1
> frame of white producing a seizure-enducing strobe effect.  However, after a
> short period of time (5-10 seconds), the bottom half (second video card) is
> 1 frame behind the top half.  Visually you see the top half strobe slightly
> before the bottom half (verified with light sensors and a scope).
>
> The CPU load is very low (extremely simple scene).  I am running in
> SIngleThreaded mode, and the threading mode doesn't seem to effect the
> problem.
>
> I have had this same problem where the two graphics cards were split across
> two different machines (2 computers, 2 graphics cards, genlocked with
> gsync2).  In the scene, you will see the two halves looking as they should
> then after a while you'll see the two halves torn by 1 frame, then after a
> while they appear to re-sync back up (somewhat dependent on scene content).
> But while they are split, the system still runs at 60Hz so it is not in a
> constant overload condition.
>
> I believe the problem may lie in the rendering pipeline on the graphics
> card, and I need to figure out how to keep multiple pipelines in sync with
> each other.
>
> Has anyone else had this problem or knows what I can do to address this
> synchronization problem?
>
> Thank you
> John
>
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>
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