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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