On Tue, 2006-10-17 at 03:18 -0600, Paul Martz wrote:
> Don, have you tried this on a Quadro, or just a GeForce? It seems like the
> kind of issue NVIDIA would have addressed on their workstation-class
> devices.
>    -Paul

I'm not sure what kind of access you guys have to various video cards,
but I've got a Quadro 2500M if anyone needs me to run anything to help
test w/ this...

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Tuesday, October 17, 2006 2:59 AM
> To: osg users
> Subject: Re: [osg-users] Multi-window performance
> 
> Hi Don,
> 
> I run with two windows, one on each of my 7800GT cards at a solid 60Hz
> without any problems, performance doesn't drop when I run on one card with
> one window, to two windows on two cards - the multi-threading all works
> pretty smoothly.
> 
> I have see the performance drop you talk of when using two windows on the
> same graphics card though, is this the problem area you are thinking of?
> 
> Robert.
> 
> On 10/16/06, Don Burns <[EMAIL PROTECTED]> wrote:
> > I just had a lightbulb go off.
> >
> >  For a long time I've been scratching my head about multi-window 
> > performance with osg examples.  It seemed that whenever I used two 
> > windows (or more) the performance suffered for no apparent reason.  
> > For example, rendering the cow (the graphics card equivalent of a drop 
> > in the bucket), on a camera configration that uses two RenderSurfaces, 
> > caused my frame rate to go from 60 hz, to 30 hz (or full screen refresh
> rate to 1/2 screen refresh rate).
> >
> >  I've just realized what that reason is.  In a meeting not too long 
> > ago with Nvidia, I was told that the NVidia driver imposed a block 
> > within Swapbuffers if you are two frames ahead.  I was told that this 
> > was done to "maximize pipelining" within the graphics chip.  I 
> > objected to this based on various reasons, not the least of which is 
> > that I want frame control in the application, not in the graphics driver.
> >
> >  So, what is happening here is that for every frame of an application 
> > using two windows, in which we are issuing Swapbuffers for each 
> > window, we are being blocked twice waiting for vertical retrace.
> >
> >  Does this ring a bell with anyone else?  I need to do some deeper 
> > testing to confirm this, but it is an issue I'd like to take up with 
> > NVidia if the ball is in their court here.
> >
> >  -don
> >
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